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Gunslingers and Gamblers

TM
Streamline Edition

FJGaming
Table of Contents
Introduction................................. 2 Poker............................................ 40
What you need................................2 Hunting and Foraging.................. 40
Glossary..........................................2 Tracking....................................... 41
Credits............................................ 2 The Wild West............................ 42
Game Mechanics.......................... 3 Major Events................................ 43
Rolling Dice.................................... 4 The Wild West.............................. 43
Rules Summary.............................. 4 Towns........................................... 44
Opposed Rolls.................................6 The Law........................................ 47
Critical Results............................... 6 Travel........................................... 48
Drama Points.................................. 7 Territories.................................... 51
Experience......................................7 Places of Interest..........................51
Age................................................. 7 Campaigning................................ 54
Damage.......................................... 7 Quick Settlement Creator............ 57
Character Creation..................... 10 Quick Adventure Seed Generator 57
Step by Step................................. 11 Inspirations.................................. 58
Description................................... 15 Belongings................................. 59
Skills and Specialities.................. 19 Armour......................................... 60
Character Creation Hints............. 26 Melee Weapons............................ 60
Combat....................................... 27 Ranged Weapons.......................... 60
Initiative....................................... 28 Wages........................................... 64
Turns............................................ 28 Supplies........................................ 64
Attacks..........................................30 Folks and Critters.......................66
Special Results............................. 32 Folks............................................. 67
Shoot-outs.................................... 33 Character Concepts......................67
Mass Combat................................34 Critters......................................... 73
Environment............................... 35 Harris County............................. 75
Hazards........................................ 36 Wyoming.......................................76
Toxins........................................... 36 Indian tribes................................. 76
Fear.............................................. 37 Interesting Places.........................76
Drugs and Alcohol........................ 37 Introductory Adventure................80
Situations..................................... 37 Jawin`......................................... 85
Encumbrance .............................. 37 Appendix One............................. 93
Breaking things............................ 38 Appendix Two............................. 94

1
Introduction
TM
First things first, Gunslingers and Gamblers: Streamline Edition (hereafter referred to as GGSL) assumes a fair degree
of familiarity with the “Wild West”, particularly that presented in the cinema by Hollywood and the Spanish and Italian
film makers of the 60's and 70's. It also makes the assumption that you, dear reader, are familiar with the overall concept
of role-playing games and how to run and play them.
The rules presented here are focussed on providing game mechanics to run a game set in the Wild West and some fairly
broad brush strokes information on the Wild West of the period. GGSL assumes a game set in 1876 in the Wild West
territories of the Great Plains, Rockies, Great Basin and Southwestern Deserts.
TM
GGSL is essentially the same game as Gunslingers and Gamblers , but uses the Streamline rules system first seen in
Privaters and Pirates. The rules are different and some of the tables are revised to work off d100 rolls, which means that
they may have a few more, or a few less, entries.

What you need


Lots of ten-sided dice.
Imagination.
Two or more people.

Dice Rolling and other conventions


d10 a ten-sided dice.
2d10 roll two ten-sided dice and add them together.
D100 roll two ten-sided dice and read one as tens and one as units, giving a number from 01 (one) to 00 (one hundred).

Glossary
Games Master: The individual who describes the world and governs the players interaction with it.
GM: An abbreviation of Games Master.
Player: An individual who plays a character in the world dictated by the GM.
Player Character: A character controlled by a player.
Non-Player Character: A character controlled by a GM.
2d10: Roll two ten sided dice and add them together.
d100: Rolling two ten-sided dice to generate a number from 01 (one) to 00 (one hundred). Before rolling one dice is
designated as tens, the other as units.
Modifiers: Modifiers are applied to rolls after rolling, so a -10 modifier means roll the dice then subtract ten from the
result.
Drama Points: Drama points can be spent during play to achieve various special results.
Skill: A Skill represents a general degree of competence in a type of activity, such as Shooting.
speciality: A speciality represents a degree of expertise in one activity within a group of activities covered by a Skill, such
as shooting pistols.
Flaw: A flaw indicates some physical or mental weakness in a characters make-up which can impact on how they perform
in the game.
Roll: A d100 roll, higher is better.

Using the Game


GGSL is organised into a series of chapters and to play the game, read from the start through to the end, simple really.

Credits
Writing, Design and Development: Jonathan Clarke
Streamline Play testers: Dave Stark, Kath and Andy McLelland
Proof-reading: Alison Ross

©2006 Jonathan Clarke. All Rights Reserved. This game is protected under the copyright laws of the United Kingdom. Any
reproduction or unauthorised use of the material herein is prohibited without the express written permission of Jonathan
Clarke.
All images used in this work are public domain.
Permission is given to copy and distribute the character sheet for non-commercial purposes.

2
Game Mechanics

“Among the Indians there have been no written laws.


Customs handed down from generation to generation
have been the only laws to guide them. Every one
might act different from what was considered right
did he choose to do so, but such acts would bring
upon him the censure of the Nation.... This fear of the
Nation's censure acted as a mighty band, binding all
in one social, honourable compact.”
-George Kahgegabowh, Ojibwa Chief

3
Introduction • If you don't have the Skill read the lowest dice as
This section deals with the basic game mechanics used in tens and the highest as units.
GGSL, specifically, how to roll dice and make trait rolls. • If you have the Skill only, state which dice is the tens
value before rolling, the other is the units value.
Scenes • If you have both the Skill and the speciality, read the
The basic unit of time in a GGSL game is the “scene”, highest dice as tens and the lowest as units.
like a scene in a play or film. • If your roll is greater than or equal to the Difficulty
A scene is a series of actions or events which occur in (DIFF) number for the task you succeed, otherwise
one place over a specific period of time. A scene ends you fail.
when the characters involve leave the location or there is • High rolls are better than low rolls.
a major break in time. • If you succeed and roll doubles you have achieved a
For example, if a group of characters set up camp and critical success.
then bed down for the night the “setting up camp” scene
• If you fail and roll doubles you have achieved a
ends, there is a break in time until the next morning
critical failure.
when the “next morning” scene begins.
In practise, it is fairly obvious when a scene ends during
a game. A combat and it's immediate aftermath of Skills and specialities
healing, interrogation of prisoners and so on is usually Skills are things that a character is good at and
one scene. specialities are specific elements of a Skill which a
A scene has no precise duration, instead it is a dramatic character is really good at.
“unit” of time related to story telling. A character cannot have a speciality without having the
Skill it is associated with.
Characters Possessing the Skill indicates a good all round knowledge
A character in GGSL is quantified by their description and ability in the Skill concerned. Having a speciality
and their abilities. A characters description covers all the indicates additional expertise in a specific element of
less “mechanical” aspects about them, including their that wider Skill.
personality, appearance, history and possessions. Their • If you are asked to make a roll for a Skill you
abilities include Skills,specialities and Flaws which are don't have, roll two ten-sided dice and read the
ways of quantifying a characters abilities in game terms. lowest dice as the tens value.
• If you are asked to make a roll for a Skill you do
have, roll two ten-sided dice but state which of
the two dice will be the tens dice before rolling.
• If you have the Skill and the relevant speciality
being asked for roll two ten-sided dice and the
highest dice is the tens value.

A 0 on the dice is a zero.

Skill rolls are usually given in the format

DIFF X Skill(speciality)

X is the DIFF number for the task being attempted.


Sometimes the roll may be given in the format

Skill(speciality) vs. Skill(speciality)

This means that the acting character must roll using the
first Skill(speciality) and the DIFF is based on the
opposing characters Skill and/or speciality.
Rolling Dice
Only one type of dice is used, the ten-sided dice, referred
as a to a d10. Most rolls in GGSL use d100 rolls. This • If the opponent doesn't have the Skill the DIFF
means, roll two ten-sided dice and one represents the is 30.
tens value of a number and the other the units. Before • If the opponent has the Skill only, the DIFF is
rolling, the player states which dice is the tens value and 50.
which the units, resulting in a number from 01 (one) to • If the opponent has both the Skill and the
00 (one hundred). Another kind of roll which is speciality the DIFF is 70.
sometimes asked for is a 2d10 roll. This means roll two
ten-sided dice and add them together. Normally the Skill and speciality needed for a task are
defined for you. If this is not the case it is up to the GM
Rules Summary whether a particular speciality is relevant to the Skill roll
• A character is defined by a description and a range of being made in such a case.
Skills, specialities and Flaws. Player characters may For example, For a Shooting(pistol) roll the Shooting
also have a Drama point value. Skill and pistol speciality are appropriate. If the roll only
• Actions are resolved by making Skill(speciality) rolls. had Shooting the shooting Skill would be relevant and
• To make a Skill(speciality) roll d100. the speciality for the weapon being used, so if you were

4
shooting a pistol, the pistol speciality would be relevant. DIFF No Skill Skill only Skill and
speciality
An Example of Skill Use
0 100% 100% 100%
A character is asked to make a DIFF 50 Grit(constitution)
roll. The character has the Skill and speciality and rolls 10 82% 90% 98%
two ten-sided dice, getting a one and a six. Because they 20 66% 80% 95%
have both the Skill and speciality they read the highest 30 50% 70% 90%
dice as tens, for a result of sixty one, a success. If the
player didn't have the Skill or speciality they would have 40 37% 60% 83%
failed with a roll of one and six, sixteen. 50 26% 50% 74%
60 17% 40% 63%
Flaws
Characters may take Flaws during character creation. 70 10% 30% 50%
Each Flaw you take increases your Drama point score by 80 5% 20% 34%
one (Drama points are discussed in more detail later). A 90 2% 10% 18%
full list of Flaws and their effects can be found in the
100 0% 0% 0%
character creation section.

Modifiers The table is provided purely as an aid to the GM when


Modifiers are usually applied to a roll, rather than to the judging what DIFF levels to assign to tasks.
DIFF of a task. Modifiers are used to reflect factors For example, a character with a relevant Skill and
outside of the task at hand, factors which increase or speciality has a 74% chance of beating a DIFF of 50.
decrease the difficulty of the task.
For example, if you are trying to shoot someone the DIFF
is defined by the level of cover they have and the
distance away they are. Factors like aiming and dodging
are expressed as positive or negative modifiers to the
attackers roll.

Standard Difficulties
To help the GM this section gives some guidelines on
how to set Difficulty numbers.

Difficulty DIFF
Automatic 0
Very Easy 10
Easy 30
Routine 50
Skill Modifiers
Hard 70 Superior abilities are sometimes represented by
speciality modifiers. A speciality modifier is a bonus
Almost Impossible 90 which is added to rolls against the appropriate speciality,
allowing rolls in excess of 100. The bonus is also added
Automatic: Something which it is impossible to fail at, to the DIFF when someone is making an opposed roll
such as walking around normally or opening a door. against you.
Very Easy: Something which virtually anybody could be For example, if you have Stealth(wilderness+10) you add
expected to do without difficulty (such as threading a ten to all your Stealth(wilderness) rolls. If someone was
needle, running over broken ground). trying to spot you whilst you were hiding in the
Easy: A task which an unskilled and unspecialised wilderness their DIFF would 80 (70 because you have
character has a 50% chance of succeeding at (such as the Skill and speciality, plus another 10 for the speciality
lifting a big bag of potatoes over your head). modifier).
Routine: A task which a skilled character has a 50%
chance of succeeding at (such as lifting a teenager over Default Difficulty
your head). If it is not stated to the contrary, assume that a task is
Hard: A task which a specialised person has a 50% routine, with a DIFF of 50.
chance of succeeding at (lifting a small adult over your
head). Working together
Almost Impossible: A task which any character would If several characters are working together on the same
find hard to succeed at (such as lifting a donkey over task all of them should roll. Take the highest roll and add
your head). the tens value of each of the other rolls to it then
compare this total to the task's DIFF to see if the group
succeeds.
For example, if three characters are working on the
same task and rolled 67, 31 and 12 their combined total
would 67+3+1=71.

5
Opposed Rolls again.
Sometimes two characters may attempt to perform In combat, every roll is considered to be unique, so if you
actions which conflict with one another and where only miss an attack you can try again with your next action.
one can “win”. The character who initiated the situation
should make their roll, with the DIFF based on their Critical Results
opponents Skill and/or speciality status. A critical result occurs when you roll doubles. Apply any
• If the opponent doesn't have the Skill the DIFF modifiers to the roll as usual and if you succeed at the
is 30. task you have achieved a Critical Success. If you fail you
• If the opponent has the Skill only the DIFF is 50. have achieved a Critical Failure.
For example, if you made a DIFF 50 Stealth(urban) roll
• If the opponent has both the Skill and the
and got a 66 you have achieved a Critical result. If no
speciality the DIFF is 70.
modifiers applied it would be a Critical Success. If you
An opposed roll is often indicated by the phrase (or
had a -20 modifier you would reduce the roll to 46 which
something similar) “against the Skill(speciality) of the
would be a Critical Failure. If you had a +20 modifier the
character”.
roll would increase to 86, still a Critical success.
Contest Rolls
Critical Success
A contest roll is a roll where two or more characters
A critical success means that you have succeeded as
make the same Skill(speciality) rolls and the character
intended and something beneficial has occurred on top of
who rolls highest wins. Contest rolls are used to resolve
the normal success. Some ideas might include:
things like arm wrestling matches or poker games.
• When attacking, you inflict more damage.
Equipment • You receive additional useful information
Certain Skill(speciality) rolls may specify that equipment beyond what you were seeking.
is needed to attempt them. Usually, you can still attempt • When trying to influence someone you have
the roll without the required equipment but must take a more of an effect than expected.
-20 on the roll. This assumes you can improvise needed • You perform a task particularly quickly.
tools to get the job done. The GM always has the final say • You perform a task particularly well.
over whether a Skill roll can be attempted without the
required equipment. In some cases they may not allow
the roll without the required equipment.

Improvised, Poor Quality and Unreliable Weapons


Improvised, Poor Quality and Unreliable weapons break
on a critically failed attack roll and Improvised, Poor
Quality or Unreliable pieces of equipment break on a
critically failed roll when using them.
Some items or weapons are unreliable by the nature of
their design, others are unreliable because they are
cheaply made and others because they are improvised
(and weren't designed for the job they are performing).
For example, a pistol used as a club is treated as
Unreliable. Revolving rifles are unreliable because of
their design and a knock-off .45 peacemaker is of Poor
Quality. Critical Failures
Normal weapons which are not kept clean and properly A critical failure means something bad happens, in
maintained, or which become dirty or fouled by weather, addition to the normal consequences of failure. Some
mud and so on, are treated as Unreliable until they have ideas might include:
been properly cleaned (no rolls are needed to properly
• You hit an ally rather than your intended target.
clean a gun, it just takes ten minutes work). A broken
weapon can be repaired using the usual rules for • You drop your weapon.
repairing broken items. • You trip and fall down.
• An improvised, Poor Quality or unreliable
Good Quality Equipment weapon hits something hard and breaks.
It is possible to obtain good quality weapons and • You break an unreliable tool you are using.
equipment. Such items cost five times the normal price
• You see something that isn't there.
but are never treated as Unreliable, even if they are not
properly maintained. • You make a critical error in a calculation, with
For example, a Good Quality Sabre never breaks on a serious consequences.
Critically failed roll, even if you leave it outside and don't
maintain it properly. Going for Broke
When you make a roll you always have the option of
Trying Again “going for broke”. If you opt to “go for broke” roll
The GM always has the final say on whether you can normally then change the units dice of the roll to match
attempt an action again having previously failed. As a the tens dice. This means that when you go for broke you
rule of thumb, some significant change must occur always get a critical success or critical failure.
before you can try again. For example, if you went for broke and rolled a 73 your
For example, if you were trying to pick a lock you might roll is changed to a 77, then any relevant modifiers are
have to acquire different picks before you could try applied to the 77.

6
Drama Points year (of natural causes). You can't spend Drama points to
Drama Points are what makes a character “larger than re-roll these “ageing” rolls.
life”. Player characters and some Non-player characters For example, if a 55 year old character rolled 33, they
have Drama point scores. would gain the Old Timer Flaw. If they rolled 44 the next
During play, a drama point can be used in one of three year they would die during that year.
ways.
• Spend a point to re-roll a roll you just made or have Damage
another character re-roll a roll they just made against Characters can be damaged by a variety of things,
you. including deliberate attacks and natural hazards.
• Spend a point to halve the value of a wound you just Damage is expressed as a numerical value, the higher
took. the value the more damage inflicted by the event. Each
time a character is damaged, note the amount of damage
• Spend a point to take an additional action or move, at
as a discrete wound (this is important because all
any time. You can interrupt other characters turns if
wounds heal simultaneously).
you wish.
Spent drama points are recovered at the start of each Damage Rolls
new day (in game), unless they were used to “cheat When a character takes a wound they must immediately
death”. Cheating death is discussed in more detail below. make a Grit(toughness) roll with the total value of all
Unspent drama points do not carry over to the next their current wounds as the DIFF. This roll is known as a
session. “damage roll”.
• If they fail the roll they immediately collapse
Characters can “give” unspent Drama points to other
characters. For every two points you give away, they and remain completely incapacitated for ten
gain one. If they do not use these drama points by the minutes.
start of the next day they are lost as usual. • If they fail with a roll of doubles (a critical
failure) they immediately collapse and remain
completely incapacitated for one hour.
Experience • If they fail and their roll is less than or equal to
Experience Points (XP) are earned through roleplaying
and used to advance characters. A player will typically their most serious current wound, they are
earn 5-10 XP per session. XP are used to buy Advances. incapacitated for ten minutes and also dying.
The first advance for a character costs 10 XP, the second • If they fail and their roll is doubles and less than
costs 20XP, the third 30XP, the fourth 40XP and so on. or equal to their most serious current wound,
Each time you buy an advance, you can do one of the they die instantly.
following
• Acquire a new Skill. For example, a character already has a 40pt wound and
then takes a 20pt wound. They must immediately make a
• Acquire a new speciality in a Skill you already
Grit(toughness) roll against a DIFF of 60 (40pt
have. wound+20pt wound). If they rolled 61 or more, they
• Add +10 to a speciality* succeeded and may continue as normal. If they rolled 41
• Acquire an extra drama point. to 60 they would be incapacitated for ten minutes (one
hour if they rolled 44 or 55). If they rolled 40 or less they
*You can advance a speciality so you get a +10 on rolls would be incapacitated and dying (because they rolled
using that speciality. You can advance a speciality with a less than or equal to their worst wounds value). If they
+10 bonus to +20, +20 to +30 and so on. rolled 11, 22 or 33 (doubles and less than their most
serious wounds value) they would be dead instantly.
Awarding Experience Points
The easiest way to award XP to a character is to ask the If the total of wounds taken ever reaches one hundred,
following five questions. Award them two XP for each death occurs instantly. If the character has a toughness
question which they can answer “yes” to, one XP for each modifier (such as toughness+10) they die when the total
question which they can answer “maybe” to and no XP of all wounds equals one hundred plus the highest of
for each one they answer “no” to. those modifiers.
• Did the player turn up for the game? If a character had toughness+10 they would die instantly
• Did the player roleplay their character well? if the total of their wounds ever reached 110.
• Did the player contribute to the overall quality
Dying Characters
and/or enjoyment of the game by everyone?
A dying character requires a successful Healing(surgery)
• Did the character perform any noteworthy feats roll to be made on them within one hour of starting to
in the session? die. The DIFF is equal to the value of the dying
• Did they achieve their goals for the session? characters most serious wound. A success stabilises
them and they must then make a roll on the
Age Complications table. A critical success stabilises them
GGSL is very generous when it comes to handling age. and no roll on the complications table is needed. A
Once a character is past fifty they should make a roll critical failure causes them to die instantly. Each attempt
every year, on their birthday. to stabilise them takes ten minutes and a given character
If they roll doubles less than or equal to their Age, they can make as many rolls to stabilise them as they wish,
gain the Old Timer flaw (but not the extra Drama point limited by time of course.
normally associated with it). If a character with the Old For example, using the above example of a character
Timer Flaw rolls doubles they die sometime during that with a 40pt and 20pt wound, they would need a

7
successful Healing(surgery) roll against a DIFF of 40 to Damage Codes
save their life. Any attack on a character will have a damage code. The
amount of damage inflicted on the character (in points) is
Cheating Death determined by reading the dice of the attack roll in a
If a character dies with one or more Drama points certain way, the way being determined by the damage
unspent, they may sacrifice a point permanently to code as follows:
“cheat death”. If they take this option (and it's quite
unlikely that they won't) they survive the event that Damage Calculate Damage by Roll 37
should have killed them. Code
It is up to the GM and/or player to decide how they
survived. In game terms, the event that killed them is VL (very Damage equals the tens dice of 3
deemed to have not happened (so any damage it inflicted low) the attack roll (zeroes are tens).
didn't occur). If the character died in a situation where
L (low) Damage equals the sum of the 10
revival would likely result in immediate death again, such
dice in the attack roll (add the
as in a river of lava, drowning in a storm or in the middle
dice together).
of a battle, the character is somehow removed or
protected until the dangerous situation ends. M Damage equals the product of the 21
For example, a character who drowns in a storm at sea (medium) dice in the attack roll (multiply
decides to Cheat Death. The GM rules that they survive the dice by one another).
the storm and are cast up on the shore of a nearby island
or some foreign coast a few days later. H (high) Damage equals the roll of the dice 37
XH (very Damage equals the roll of the dice If X is 2,
high) multiplied by X (for example, 2H damage
means damage equals the roll is 74
times two).

The rightmost column shows the damage values for each


damage code for an attack roll of 37.
For example, an L damage weapon would inflict 10
damage on a successful attack roll of 37.

Armour
Armour is worn by characters to reduce the damage they
take from attacks. Each level of armour worn reduces the
damage code of an attack by one step.
First Aid For example, one level of armour reduces H damage to
A character can spend ten minutes to make a M.
Healing(first aid) roll on a wound. The DIFF is the value
of the wound being treated. If the character attempting Armour Piercing Damage
the roll does not have a first aid kit they have a -20 to the Weapons with a * after their damage code are Armour
roll. If they can improvise tools (such as using ripped up Piercing. This means that they reduce the effects of
clothes for bandages and bits of wood for splints) the armour by one step.
modifier is only -10. A successful roll halves the value of For example, two levels of armour would normally
that wound, rounding up. A critically successful roll reduce an H weapon to L damage. The same two levels
quarters the value of the wound, rounding up. A given would only reduce an H* weapon to M, because the *
wound can only receive one successful healing roll ignores one of the levels of armour.
(normal or critical) and additional successful healing
rolls have no effect on that wounds value, which can only Example Damage Codes
be reduced further by natural healing. A critical failure The notes below are intended to serve as a rough guide
on a Healing(first aid) roll precludes any further to weapons and damage codes. More information on
attempts to treat the wound by other characters (any specific weapons and their damage codes can be found in
such attempts automatically fail). the Belongings section:
• Small animals or normal unarmed attacks
Natural Healing typically inflict VL damage.
Each of a characters wounds reduces in value by one • Pistols, Carbines and Fist weapons (such as
point at sunrise each day, two points if the character
knives, clubs and brass knuckles) typically inflict
rested for the entire previous day.
L damage.
For example, a character with a two point and a five
point wound spends a day in bed. The next morning the • Rifles and Ordinary melee weapons (such as
two point wound has reduced to zero, completely healed, sabres and tomahawks) typically inflict M
and the five point wound has dropped to three. damage.
During that day the character is active and the next • Heavy Rifles, Shotguns, Great Weapons,
morning the three point only drops to two points. The Polearms and Fixed mount weapons, such as
rest of the third day is spent in bed so the next morning cannons, typically inflict H or greater damage.
the two point wound completely heals to zero.

8
Complications Amputation
If a character is dying and survives (due to a successful The wound is severe enough to necessitate the
Healing(surgery) roll) they should roll d100 on the table amputation of a limb or extremity. Roll 1d10 to
below to determine what complications, if any, they determine which and roll d10 again for side (even roll is
suffer. If you wish, you can spend drama points to re-roll right side, odd roll is left side;
rolls on this table.
d10 Location d10 Location d10 Location
d100 Complication d100 Complication 1 A hand 6 An arm 9 Upper Spine
01-60 No complications 86-90 Brain Damage 2-3 Some toes 7 Lower Spine 0 A leg
61-65 Scar 91-95 Amnesia 4-5 Some fingers 8 A foot

66-70 Fever 96-97 Partial Deafness Foot: All actions which use the missing foot are at -20,
71-75 Fracture 98-99 Blinded in one eye and your movement rate is quartered.
Fingers: Roll randomly to determine which hand.
76-80 Weakness 00 Amputation Attacks made with weapons in that hand are at -10 from
81-85 Shakes now on.
Toes: Roll randomly to determine which foot. Loss of a
few toes has no appreciable effect on performance.
Use of the complications table tends to make things very Hand: The character cannot perform an action which
gritty, so you may wish to not use it. requires two hands and actions where two hands are
preferable are at -20. The character may place a
Blinded in one eye prosthetic hand or hook on the stump (a hook can inflict
Loss of depth perception gives the character -10 to all L damage when used as a melee weapon) reducing the
ranged attacks. penalty for actions where two hands are preferable to
only -10.
Partial Deafness Leg: All actions which use the missing leg are at -20, and
The character has a -10 to all Perception rolls from now your movement is quartered. This assumes that the
on. character has a wooden leg or crutch, if they don't, they
cannot move at all.
Fever Arm: The character cannot perform actions which
The character is gripped by fever and none of their requires two arms. This includes using two handed
wounds receive any natural healing for 2d10 days. weapons.
Upper Spine: The character is permanently paralysed
Brain Damage from the neck down.
Damage to the brain means that the character now slurs Lower Spine: The character is permanently paralysed
their words and finds it hard to think. The character from the waist down. They can use their upper body still,
permanently loses all their specialities in the Wits group but not their legs. They require a wheel chair to get
and cannot take any more in future. around (movement in a wheelchair is one-quarter normal
rate).
Scar
The wound leaves a noticeable scar, this has no game Fracture
effect but may be fun to boast about. One of the characters limbs has been broken. Treat this
as an Amputation for game effects, but the effect only
Shakes lasts until all your wounds have healed fully. In addition,
Damage to the nerves leaves the character with a roll on this table below rather than the amputation table:
tendency to shiver and shake at random. The character
permanently loses all their specialities in the Reflexes
group and cannot take any more in future. d10 Location d10 Location d10 Location
1 A foot 5-6 A leg 9 Spine
Weakness
The characters wound weakens their body significantly 2 A hand 7 Skull 0 Ribs
and leaves them in an unhealthy state. The character 3-4 An arm 8 Pelvis
permanently loses all their specialities in the Brawn
group.
Foot, Hand, Arm and Leg results are as their amputation
Amnesia equivalents.
The wound has given the character amnesia and Skull: All rolls are at -10 until the fracture heals.
impaired their memory and ability to recall details. The Ribs: All physical rolls involving moving the body are at
character permanently loses all their specialities in the -10 until the fracture heals.
Knowledge group and cannot take any more in future. Pelvis or Spine: Whilst the effect lasts, the character is
completely immobile and cannot take part in any
adventures.

9
Character Creation

“Bill Hickock was regarded as the deadliest


pistol shot alive as well as being a man of great
courage. The truth of certain stories of Bill's
achievements may have been open to debate but
he had earned the respect paid to him.”
- Wyatt Earp

10
Introduction Dice Skill(speciality) Dice Skill(speciality)
This section provides all the rules which you will need to Athletics Shooting
create characters to play in games of GGSL. The 01 Swimming 54-55 Pistol
character creation rules are broken down into two major 02 Jumping 56 Carbine
sections. The first section details the process of creating 03 Climbing 57 Rifle
a character. The second section explores the process in 04 Rowing 58 Smoothbore
more detail. Before you create your first character you 05-06 Running 59 Gunnery
need to read through the whole chapter. Note that these
Fighting Healing
rules can also be used to create random Non-Player
Characters. 07-08 Brawling 60 Surgery
09 Blade 61-62 First Aid
Step by Step 10 Flexible 63 Medicine
To make things easy for you the following section runs 11 Axe Law
through creating a character from start to finish. The 12 Blunt 64 Criminal
information is presented as a series of tables. Detailed 13 Polearm 65 Civil
explanation of the contents of these tables is placed Grit Connections
after all the tables, so you need to read right through 14 Constitution 66 Criminal
this chapter before generating your first character. 15 Wind 67 Military
16-17 Toughness 68 Business
When you reach a table you can pick or roll on it, your
18 Muscles 69 Society
choice. If you are creating a player character and want it
to be random, but still a little controlled decide which Animal Handling 70 Legal
way to read any rolls after rolling. 19 Riding 71 Political
20 Driving Signalling
The steps in character generation are as follows: 21 Husbandry 72 Codes
Art 73 Telegraphy
1. Roll to determine Age. 22 Painting & Drawing Survival
2. Roll to determine the characters Skills and 23 Music 74 Prairie
specialities (you begin with five).
24 Sculpture 75 Woodland
3. Roll to determine Flaws.
25 Writing 76 Desert
4. Roll to determine additional Skills and
specialities from Flaws (if any). 26 Composition 77 Mountains
5. Roll to determine Gender. Gaming 78 Swamp
6. Roll to determine Race. 27 Cards Tactics
7. Roll to determine Nationality. 28 Betting 79 Sea
8. Roll to determine Name. 29 Dice 80 Land
9. Roll to determine Distinctive Features. Common Knowledge Speed
10. Roll to determine Religion. 30 North of the Border 81 Dexterity
11. Roll to determine Class.
31 South of the Border 82 Quick Draw
Roll two ten sided dice to determine your characters Age, 32 Back East 83 Quick Load
reading the lowest dice as tens. The result is your Age in 33 The South 84 Initiative
years (if it's below 14 re-roll). Character who are over 34 Great Plains Languages
sixty may take the Old Timer Flaw and those who are 35 Out West 85 Fluency
eighteen or less may take the Kid Flaw. 36 Indian Agility
Perception 86 Tumble
Next roll on the Skills and specialities five times. 37-38 Wilderness 87 Balance
39 Human 88 Dance
The specialities are organised into groups by Skill (Skills
are in bold type, specialities are in normal type). If you 40 Urban Archery
roll a speciality and do not have the Skill it is associated Will 89 Drawn bow
with you receive the Skill first. If you roll a speciality and 41-42 Nerve Stealth
have the Skill it is associated with, you receive the 43 Guts 90 Urban
speciality. If you roll a speciality which you already have Smithing 91 Wilderness
that speciality is advanced to speciality+10, +20 if it was 44 Blacksmithing Education
already at +10 and so on. Note that you only get the +10 45 Artifice 92 Subject
or higher bonuses if you are rolling on the table, you
46 Gunsmithing Influence
cannot pick specialities at +10 or more to begin play.
47 Locksmithing 93 Persuasion
For example, if your first roll was Swimming you would Tinkering 94 Seduction
get the Athletics Skill, which Swimming is associated 48 Mining 95 Intimidation
with. A second roll of Swimming would get you the 49 Structural 96 Disguise
Swimming speciality because you already have the 50 Demolitions Crafting
Athletics Skill. A third roll of Swimming gets you 51 Engines 97 Carpentry
Swimming+10. Throwing 98 Masonry
52 Balanced 99 Tailoring
53 Unbalanced 00 Pottery

11
Next roll one dice to see how many Flaws the character Random gender is simple. Roll d100 on the table below:
has, then use the Flaws table to determine the Flaws.
Dice Gender
Dice Flaws
01-50 Male
01-40 0
51-00 Female
41-70 1
71-90 2 To generate a random race for your character roll here:

91-00 3 Dice Race Dice Race

You can use the table below to generate random Flaws. 01-60 White 81-90 Black
61-70 Indian 91-00 Asian
Dice Flaw Dice Flaw
71-80 Hispanic
01-02 Abolitionist 57 Liar
03 Aggressive 58 Loco If you roll doubles for race you are a “half-breed”. The
04-05 Ailing 59 Lone Wolf first roll is your first “half” and then roll again to
determine your second half.
06 Berserker 60-61 Lusty For example, if you rolled 66 and 12 you would be a half-
07 Bully 62 Lying Dog indian/half-white character.
08-09 Coffee Boiler 63-64 Mad Dog Nationality is determined by rolling on the table below
10-12 Compassionate 65 Mean as a Rattler and cross referencing the roll with your Race. Half
breeds can roll on either of the two columns appropriate
13 Coward 66-67 Mercenary
to their race.
14-16 Cowboys Code 68-69 Murderous
17-18 Curious 70 Oath White, Asian, Hispanic and Black characters roll on this
table:
19-20 Decisive 71 Kid
21 Dependent 72 Old Timer Dice White Asian Hispanic Black
22-23 Peaceful 73 Ornery 01-50 American American American American
24 Doomed 74-76 Pariah 51-90 European Chinese Mexican Caribbean
25-26 Drifter 77-78 Phobia
91-00 Russian Other European African
27 Evangelical 79 Pious
28 Focussed 80 Poor English In the case of Indian characters use the table below to
determine Nationality:
29-30 Forgetful 81 Prohibitionist
31-32 Grim 82-83 Proud Dice Nationality Dice Nationality
33-34 Guilt 84 Provocative
01-05 Apache 56-60 Northern Cheyenne
35-36 Hankering 85 Rage
06-10 Arapaho 61-65 Pawnee
37 Harbinger 86-87 Reluctant
11-15 Cherokee 66-70 Pueblo
38-39 Haunted 88 Reputation
40 Slow 89 Selfish 16-20 Comanche 71-75 Shoshone

41-43 Heroic 90 Shakes 21-25 Crow 76-80 Southern Cheyenne


44-45 Hippocratic Oath 91 Spendthrift 26-30 Dakota 81-85 Tribeless
46-47 Honest 92 Treacherous 31-35 Hopi 86-90 Ute
48-49 Honourable 93 Trusting 36-40 Kiowa 91-92 Zuni
50-51 Illiterate 94 Varmint
41-45 Lakota 93-96 Cree
52 Important 95-96 Vigilante
46-50 Mohave 97-00 Blackfoot
53 Indecisive 97 Wanted
51-55 Navaho
54 Jinxed 98-99 Warriors Code
55-56 Lawman 00 Yellow Belly

If you have one or more Flaws go back to the Skills and


specialities table and roll once for each Flaw, to
determine the extra Skills and specialities you receive.

12
For European characters roll again to determine your To generate a random name just choose the appropriate
specific nation of origin: table for your race and roll.

Dice Nationality Dice Nationality Chinese Names


Just roll d100 three times and change the order of the
01-05 English 51-55 Swedish three names around if you wish, to come up with your
full name.
06-10 Irish 56-60 Polish
11-15 Welsh 61-65 Greek Dice Name Dice Name Dice Name
16-20 Scottish 66-70 Norwegian 01-05 Kong 36-40 Chi 71-75 Ho
21-25 French 71-75 Danish 06-10 Shi 41-45 Chu 76-80 Ling
26-30 Spanish 76-80 Austrian 11-15 Xi 46-50 Lao 81-85 Li
31-35 Italian 81-85 Hungarian 16-20 Mai 51-55 Sha 86-90 Ying
36-40 Dutch 86-90 Finnish 21-25 Pong 56-60 Han 91-95 Zhao
41-45 German 91-95 Portugese 26-30 Heng 61-65 Chan 96-00 Shen
46-50 Belgian 96-00 Romanian 31-35 Jin 66-70 Ning

For American characters roll d100 to determine the State For example, if you rolled 52, 87 and 12 you would have
or Territory which they hail from Sha Ying Xi. You could organise these three names as you
wished to give you a full name such as Ying Sha Xi.
Roll Origin Roll Origin
“American” Names
01-02 Alabama 49-50 Missouri Roll d100 to get an “epithet” then roll again for a name
03-04 Alaska Territory 51-52 Montana Territory of the appropriate gender and finally for a surname.

05-06 Arizona Territory 53-54 Nebraska


Dice Epithet Male Female Surname
07-08 Arkansas 55-56 Nevada Name Name

09-10 California 57-58 New Hampshire 01-05 Ace John Annie Anderson

11-12 Colorado Territory 59-60 New Jersey 06-10 Buffalo Matt Brenda Connor

13-14 Connecticut 61-62 New Mexico Territory 11-15 Cactus Wyatt Caroline Charles

15-16 Dakota Territory 63-64 New York 16-20 Charming Alan Deborah Davidson

17-18 Delaware 65-66 North Carolina 21-25 Clever Bill Elizabeth Ferry

19-20 Florida 67-68 Ohio 26-30 Cold Bob Emma Howard

21-22 Georgia 69-70 Oklahoma 31-35 Coyote Charlie Helen James

23-24 Idaho Territory 71-72 Oregon 36-40 Deadeye Dave Jill Jones

25-26 Illinois 73-74 Pennsylvania 41-45 Dirty Frank Jenny King

27-28 Indiana 75-76 Rhode Island 46-50 Fast Gary Joan Michaels

29-30 Iowa 77-78 South Carolina 51-55 Iron Harry June Neal

31-32 Kansas 79-80 Tennessee 56-60 Lightning Jim Katherine Patterson

33-34 Kentucky 81-82 Texas 61-65 Lucky Jesse Lucy Roberts

35-36 Louisiana 83-84 Utah Territory 66-70 Mad Ralph Mary Rogers

37-38 Maine 85-86 Vermont 71-75 Old Luke Victoria Smith

39-40 Maryland 87-88 Virginia 76-80 Quickdraw Mike Patricia Stevens

41-42 Massachusetts 89-90 Washington Territory 81-85 Rattlesnake Pete Robin Towns

43-44 Michigan 91-92 West Virginia 86-90 Shotgun Roy Sally Williams

45-46 Minnesota 93-94 Wisconsin 91-95 Sixgun Tom Sarah Franks

47-48 Mississippi 95-00 Wyoming Territory 96-00 Snake eyes William Suzie Murphy

For example, if you rolled 12 and 88 on the American


names table your random name would be “Cactus Roy”
or “Cactus Sally”.

13
Indian Names Dice Distinctive
Roll d100 to get an “epithet” then roll again for a name. Features
You may wish to add a suitable conjunction between the
epithet or name as well, such as “on, at, with” and so on. 01-30 0
31-70 1
Dice Epithet Name Dice Epithet Name
71-90 2
01-05 Brave Bow 51-55 Lying Meadow
91-00 3
06-10 Clear Buffalo 56-60 Medicine Moon
11-15 Crazy Bull 61-65 Poison Pipe Then either make them up, or roll on the Distinctive
Features table.
16-20 Dances Coyote 66-70 Runs Poison
21-25 Dark Eagle 71-75 Searches Prairie Distinctive Features
Dice Feature Dice Feature
26-30 Two Earth 76-80 Shining River
01-03 Scar 49-51 Missing finger
31-35 Fast Gun 81-85 Snarling Sky
04-06 Fat 52-54 Limp
36-40 Great Horse 86-90 Speaks Stream
07-09 Scrawny 57-60 Nice hair
41-45 Iron Lake 91-95 Still Sun
10-12 Spits 61-63 Bad teeth
46-50 Howling Lance 96-00 Talks Tree
13-15 Runny Nose 66-69 Gold tooth
Mexican Names 16-18 White Streak of Hair 70-72 Earring
Roll an epithet from the “American” names table and
then a first name and surname from this table. 19-21 Balding 73-75 Spectacles
22-24 Piercing Stare 76-78 Common
Dice Male Female Surname
Name Name 25-27 Muscular 79-81 Well spoken

01-05 Antonio Adriana Rodriguez 28-30 Tall 82-84 Slim

06-10 Carlos Alejandra Hernandez 31-33 Short 85-87 Handsome/Pretty

11-15 Cruz Ana Lopez 34-36 Jumpy 88-91 Well dressed

16-20 Emilio Beatriz Gonzalez 37-39 Calm 92-95 Scruffy

21-25 Enrique Berenice Perez 40-42 Talkative 96-99 Smelly

26-30 Ernesto Christina Sanchez 43-45 Silent 00 Bad breath

31-35 Francisco Dominga Rivera 46-48 One eye

36-40 Gabriel Elvia Torres


Lastly, roll to determine your characters religion. Roll
41-45 Hector Esmeralda Ramirez one dice and look down their race column to the
appropriate row to find out what their religion is.
46-50 Jesus Graciela Diaz
51-55 Joel Inez Cruz
Dice White Asian Hispanic
56-60 Jose Juanita Gomez
01-50 Christianity Buddhism Christianity
61-65 Juan Lilia Morales
51-80 * Taoism Christianity
66-70 Luis Manuela Ramos
81-00 Atheism Confucianism Atheism
71-75 Miguel Maria Chavez
76-80 Pancho Myra Vasquez
Dice Black Indian
81-85 Ramirez Nailea Alvarez
01-50 Christianity Old Ways
86-90 Raul Ofelia Fernandez
51-80 Christianity Christianity
91-95 Sandro Olademis Romero
81-00 Atheism Atheism
96-00 Sergio Pasha Mendoza
*Roll on the table below to determine your religion:
Dice State
Roll d100 to see how many “distinctive features” the 01-60 Mormonism
character has:
61-00 Judaism

14
Finally, roll to determine your social class, which Description
determines you starting Drama score and money. The information from here on gives you more details on
character creation. How a player chooses to describe
d100 Class their character is very much a matter of personal choice.
Some players are happy to have a character as little
01-10 Upper Class
more than a set of abilities and some equipment, whilst
11-40 Middle Class others wish to write a full biography of the characters
life and describe them in great detail. Most player fall
41-50 Working Class somewhere between these two extremes. For the sake of
argument, you should consider covering the following
A character sheet is provided at the end of this book to points in a characters description:
make things a little simpler. It is suggested that you • Concept: Start off by thinking up an overall
circle the Skills (named in bold), specialities and Flaws concept for your character. This serves as basic
which you have for ease of reference. idea on which you can hang the rest of their
description and abilities. Some example
For example, if you rolled 27 on your first roll you would concepts can be found in the Folks and Critters
be 27 years of age. chapter. If you're using random character
You then get five rolls on the Skills and specialities generation it's best to come up with your
tables. We're not going to allow “flip-flops”, so you concept after you've finished rolling (the way
decide which dice is tens before rolling, rather than the example of Jessie Anderson was handled).
after. • Age: Decide how old your character is.
A 58, 28, 36, 89 and 34 gives you Crafting, Common
• Gender: Choose between Male or Female.
Knowledge(indian), Perception and Archery.
A roll of 56 gives you one Flaw, which a roll of 23 • Race: Decide on your characters race; Hispanic,
determines to be “Peaceful”. Indian, Black, White, Chinese or Other. Race is
You then roll again on the Skills and specialities table discussed in more detail later.
once, getting a 40, for Smithing. • Nationality: Choose your nationality.
A roll of 19 gives Gender as “Male”. Nationality refers to where you were born.
A roll of 43 gives “White” and a roll of 37 on the origin • Skills and specialities: See the Skills and
table gives “Maine” specialities section below for more information
A 15, 65 and 03 on the Names table gives “Cactus” Jessie on Skills and specialities.
Anderson. • Choose Flaws: You may take one or more
A roll of 57 gives one distinctive feature which an 18 Flaws. Each Flaw you take gives you an extra
says is a “white streak of hair” Skill or speciality.
A roll of 43 makes him a Christian and a final roll of 36 • Name: Make up a name which is appropriate to
makes him Middle Class (2 Drama points and $200).
your Nationality.
• Distinctive features: Choose one or more
distinctive features (as a good rule of thumb, try
for two distinctive features). These are the
things that other people notice about you when
they first meet you. Examples could be; long
hair, bald, a facial scar, cigar smoker, nervous
twitch, stutter, very high pitched or very deep
voice, big beard, “zapata” moustache, Tobacco
chewer, Dead eyes, coughs a lot, has a habit of
spitting, slight limp and so on. Use your
imagination. Note that distinctive features do
not have any mechanical effect in play, they are
only cosmetic and designed to give you a “hook”
to roleplay a character on. Some distinctive
features are things like “Nice Hair”. Obviously,
if you've just been dragged backwards through a
bush you won't have nice hair, but “Nice Hair”
indicates a general state of mind, so a character
Looking at the above information the GM comes up with in such a situation will attempt to return their
the following summary: hair to a “Nice” state as soon as is practicable.
• History: Basically, what has your character
“Jesse is the scion of a middle class family from Back East
been doing since leaving the family home and
(Maine) with a fascination for Indians. He has educated
the start of the game? A good history should
himself in Indian customs and ways and trained with the
provide some possible plot hooks for the GM,
bow whilst learning how to work metals and other
making the gaming experience more interesting
materials to make himself self-sufficient. Shortly after
for everyone.
arriving in the West a close encounter with a Grizzly Bear
gave him such a fright that a lock of his hair turned snow • Drama Points and Belongings: A characters
white” starting Drama point score and initial cash
depend on where they come from. This is
covered after the Flaws section.

15
Languages Blacks
All characters can speak their own native tongue and Blacks were bought to the America's as slaves and by
English fluently, unless they take the “Poor English” 1876 the Black population of America is around 5½
Flaw. million. Like other minorities racism is common,
although this racism is more pronounced in the Southern
States (the old Confederate states). The Black population
in the territories of the Wild West is very low.

Hispanics & The Irish


In 1876 the Hispanic population of America is fairly
negligible, although there is a significant Mexican
presence in southern California, New Mexico and Texas.
Hispanic characters speak Spanish as their native
language.
The Irish tend to congregate in the cities of the East
coast, but a fair few have travelled into the West,
following the gold rushes, rail road building and
generally trying to carve out a new life for themselves.
Much of the racism towards the Irish is religious,
America being a strongly protestant country and the Irish
being staunch catholics.

A good history should provide some


possible plot hooks for the GM,
making the gaming experience more
interesting for everyone.
Indians
By 1876 most of the tribes have moved to reservations
whilst the others occupy large areas of sovereign
territory in the west. Indian characters need to decide on
their native tribe, chosen from the following tribes (the
entry in brackets after each tribal name are the states
and/or territories which the tribe tends to frequent).
• Apache (New Mexico, Arizona): Renowned as
scouts and raiders.
Non-White Characters • Arapaho (Colorado, Montana, Wyoming,
Whilst racism is endemic in the Wild West players who Nebraska, Kansas, Oklahoma): Allied with
choose to play non-white characters only suffer from the southern Cheyenne and renowned as
racism if they choose to take the Pariah Flaw. peacemakers.
• Blackfeet (Montana): The Blackfeet are
Some brief information on non-white characters follows: renowned warriors and hunters of Bison. The
Blackfeet and Sioux are mortal enemies.
Asian
• Cherokee (Kansas, Oklahoma): Largely
In GGSL the race “Asian” is used to describe characters
vanished due to repeated displacements and
from the Asian subcontinent. This includes Chinese,
Indian wars. Often found as scouts to Whites.
Indians (from the country of India) Vietnamese, Japanese,
Thai and so on. Asians are rare in the Wild West, but of • Comanche (Colorado, New Mexico,
all the Asian groups the Chinese are by far the largest. Wyoming, Nebraska, Kansas, Oklahoma):
As such they are discussed in a little more detail in the Very violent and warlike.
next paragraph. • Cree (Montana, Wyoming, Colorado, North
Dakota, South Dakota, Nebraska, Kansas):
Chinese The Cree are one of the largest Indian tribes
The Chinese poured into America starting in 1852 with and spread from the north east coast right
the California gold rush and then continued to enter the across to the Rockies and into Canada.
country as, amongst other things, labourers on the rail • Crow (Montana, Wyoming): The crow have
roads Most towns have a Chinatown in some shape or sided with the whites on many occasions and
form, the area of the settlement where the Chinese live. often work with the Texas Rangers or rail road
By 1876 the Chinese population is around 100,000 (as companies.
compared to forty million whites) and is largely centred
• Dakota (North Dakota, South Dakota,
around the rail roads and major settlements in California
Nebraska): The Dakota are another, smaller,
(such as San Francisco). Chinese characters speak
Chinese as their native language (for simplicities sake we member of the Great Sioux Nation, along with
ignore the fact that China has various different the Lakota.
languages and just treat all Chinese as speaking generic • Hopi (Arizona): Notable farmers.
“Chinese”). • Kiowa (Colorado, New Mexico, Montana,

16
Wyoming, Nebraska, Kansas, Oklahoma, research into your chosen religion.
Texas): Warlike raiders allied to the
Comanches. The most common religions, at least in the west, include:
• Lakota (Dakota, Wyoming, Montana): A tribe
comprised of seven bands and the strongest Christianity
members of the Sioux nations. The Lakota are Christianity is easily the dominant religion in the Wild
often known as the Lakota Sioux, or just Sioux. West. Whilst there are many sects, splinters, cults and
• Mohave (Arizona): A warlike tribe living along branches of Christianity all follow the same basic tenets
the Colorado river. of recognising Jesus Christ as the Messiah, the son of
God. All Christians follow the bible in some shape or
• Navaho (New Mexico, Arizona, Utah): The
form. The two main wings of the church are the catholics
Navaho are a powerful force in the Southwest, and protestants. Without going into too much detail,
protecting the other indigenous tribes and catholics are in a minority in the west. Christians have
protecting many sacred places. ten commandments which define their moral conduct:
• Northern Cheyenne (Montana): A small, very
spiritual, tribe.
• Pawnee (Nebraska): The Pawnee were
displaced from the native lands by the Lakota
when the Great Sioux Nation was formed and
are the sworn enemies of the Lakota.
• Pueblo (Colorado, New Mexico, Texas):
Secretive descendants of the long vanished
Anasazi people of the Southwest.
• Shoshone (Colorado, Idaho, Utah,
Wyoming): The Shoshone are found in and
around the rocky mountains and are masters of
the few passes through the range.
• Southern Cheyenne (Oklahoma): A very
spiritual tribe renowned for their diplomatic
abilities.
• Tribeless: The character was either forced out
of their tribe or their tribe no longer exists, most
likely destroyed in the Indian Wars or by battles
with another tribe.
• Ute (Colorado, Utah, Wyoming): The Ute are
actively in dispute with the Mormons of Utah.
• Zuni (New Mexico): An isolated and reclusive
tribe, a mystery to most.
Indian characters speak their tribal dialect by default.
Most Indian languages have no written form. Dialects
tend to blur together along geographical lines, so it can
be assumed that an Indian character can communicate
with other Indians from nearby tribes.

Half Breeds
Half breeds (also known as Metis) are characters of
mixed Indian and non-Indian parentage. Half breed
characters are subject to even more racism than pure
blood characters and often equally biased against in both
White and Indian cultures. Many half-breed characters
have an Indian name with a white first name, such as 1. I am the Lord thy god, who brought thee out of
“Daniel Howling Coyote”. the land of Egypt, out of the house of bondage.
2. Thou shalt have no other gods before Me.
3. Thou shalt not take the name of the Lord thy
Religion God in vain.
There are many religions practised in the West. In game 4. Remember the Sabbath day to keep it holy.
terms most Blacks, Whites and Hispanics will be 5. Honour thy father and thy mother.
Christians. Some Whites may be Mormons or Jewish. 6. Thou shalt not murder.
Chinese characters tend towards Taoism, Confucianism 7. Thou shalt not commit adultery.
or Buddhism, although some are Christian. Indian 8. Thou shalt not steal.
characters usually follow their native religion although 9. Thou shalt not bear false witness against they
some are Christians. neighbour.
10. Thou shalt not covet anything that belongs to
The brief summaries of each religion given below are just thy neighbour.
to give you a feel for the tenets of the religion. If you
wish to play a character of a given religion with the Mormonism
Evangelical and/or Pious Flaws it is seriously Mormonism is a form of Christianity but merits special
recommended that you undertake some additional mention due to it's importance to the development of the

17
Utah territory. Mormons follow a creed laid down by Buddhism
their prophet Joseph Smith in 1823 and they founded the A religion based on the teachings of Siddhartha
Mormon State of Deseret (in Utah territory) in 1849. The Gautama, known as Buddha. He refuted the idea of man's
key articles of faith to Mormons can be summarised as having an immortal soul and did not preach the existence
follows: of any Supreme Deity. Instead he taught that man should
• Belief in God, Jesus Christ and the Holy Ghost. seek freedom from greed, hatred and delusion, and
• Men will be punished for their own sins, and not enlightenment through realizing the Four Noble Truths
for Adam's transgression (no original sin). and following the Eightfold Path. The Four Noble Truths
are:
• Mankind will be saved through obedience to the
laws and ordinances of the Gospel.
• The fact of suffering
• The first principles and ordinances of the Gospel • The origin of suffering
are: • The annihilation of suffering
• Faith in Jesus Christ • And the Eightfold Path.
• Repentance The Eightfold Path comprises: Right Views, Right
Aspirations, Right Speech, Right Conduct, Right
• Baptism by immersion
Livelihood, Right Effort, Right Mindfulness and Right
• Laying on of hands for the gift of the Holy Meditation. Buddhists are found all across Asia.
Ghost.
• A man must be called of God, by prophecy, and
by the laying on of hands by those who are in
authority, to preach the Gospel and administer
in the ordinances thereof.
• Adherence to the same organisation that existed
in the Primitive Church, namely, apostles,
prophets, pastors, teachers, evangelists, and so
forth.
• The gift of tongues, prophecy, revelation,
visions, healing, interpretation of tongues, and
so forth, are real.
• The Bible is the word of God as far as it is
translated correctly; The Book of Mormon is also
the word of God.
• Zion (the New Jerusalem where the ten tribes of
Israel will gather) will be built upon the
American continent; that Christ will reign
personally upon the earth; and, that the earth
will be renewed and receive its paradisical
glory.
• Tolerance of other faiths and ways of worship.
• The rule of law is paramount.
• Mormons must be honest, true, chaste,
benevolent, virtuous, and do good to all men.

Judaism
Judaism has much in common with Christianity but Jews Confucianism
do not accept Jesus Christ as the son of God. Jews follow Confucianism is not technically a religion, rather it is a
the old testament (which predates the coming of Jesus), way of life which emphasises the importance of a strong
whereas Christians tend to concentrate on the new social order through a clear hierarchy. For example, the
testament (which covers the life of Jesus and it's Emperor (of China) is the supreme authority and a son
aftermath). Jews adhere to the same ten commandments must obey a father. Confucianism is based on the
as Christians. teaching of the philosopher Confucius which emphasised
many things including; a love for humanity, valuing
Taoism (pronounced Daoism) learning, devotion to family (including your ancestors),
Only Chinese characters will normally follow the Taoist peace and justice.
path. Taoists believe that there is no personal god, the
closest thing being the Tao, which is a supreme force Hoodoo
which underlies change through the passage of time. A Hoodoo is not a religion, rather it is traditional African
devout follower must seek to become free of personal folk magic. Hoodoo was bought too America by slaves
desires, and become attuned to the flow of change. The imported from Africa. It is mentioned here for the sake of
principle of inaction has great importance, because completeness. Virtually all blacks are Christians and the
attempting to right injustices does not agree with the practise of Hoodoo sits uneasily alongside the practise of
ideal that good and evil are complementary forces, which Christianity. Hoodoo should not be confused with
are part of the flow of change. Meditation is a basic Voodoo, which is a “proper” religion with it's focus in the
component of Taoism. Caribbean. Voodoo is rare in America and is generally
only encountered in the southern states around new
Orleans.

18
Old Ways Skills and Specialities
The term “Old Ways” is a catch all term for the various
Indian religions. Various tribes have differing religious The full list of Skills and specialities which are available
belief's. Generally speaking, the more resources a tribe to characters are presented below. The Skills and
has access to, the more developed their religious specialities are organised into four thematic groups,
theology. Having said that most Indian religious belief's Brawn, Wits, Knowledge and Reflexes. Each Skill has it's
have several things in common: specialities listed under it as bullet points.
• There is no discrete barrier between natural and
supernatural.
• Spirits inhabit the world with men.
Brawn Skills and specialities
These Skills and specialities relate to a characters
• The religions emphasise an intimate relationship strength, fitness, health and other bodily abilities.
with nature.
• Religions are “light” on formal ritual and Athletics: A character with this Skill is an accomplished
ceremony, but the concept of veneration of the athlete. Specialities include:
spirits etc.. permeates day to day life in small • Swimming: Make an Athletics(swimming) roll
ways. when trying to swim.
• Jumping: Make an Athletics(jumping) roll when
trying to jump up, down or along.
• Climbing: Make an Athletics(climbing) roll
when trying to climb something.
• Rowing: Make an Athletics(rowing) roll when
trying to row a boat.
• Running: Make an Athletics(running) roll to
run really fast.

Fighting: A character with the Fighting Skill is a trained


and experienced close combatant. This Skill and it's
attendant specialities improve your chance to hit and the
DIFF of you being hit whilst appropriately armed in
combat. Specialities include:
• Brawling: Make a Fighting(brawling) roll when
attacking with your barehands or with brass
knuckles.
• Blade: Make a Fighting(dagger) roll when
Atheism attacking with a knife, dagger or some kind of
Atheism is not actually a religion, rather it is a state of sword.
mind. Atheists fall into two broad groups, those who • Flexible: Make a Fighting(flexible) roll when
simply have no religious belief's and those who actively attacking with a whip, lasso, flail or other
disbelieve in the existence of deities. flexible weapon.
• Axe: Make a Fighting(axe) roll when attacking
with some kind of axe or axelike weapon (which
includes tomahawks and hatchets).
• Blunt: Make a Fighting(blunt) roll when
attacking with some kind of blunt weapon (such
as a cudgel, club, mace or hammer).
• Polearm: Make a Fighting(polearm) roll when
attacking with any kind of polearm, which
includes spears and staffs.

Grit: A character with the Grit Skill has a remarkably


robust constitution and level of fitness. Specialities
include:
• Constitution: Make a Grit(constitution) roll to
resist the effects of poisons or diseases.
• Wind: Make a Grit(wind) roll to resist the
effects of fatigue or extremes of climate.
• Toughness: Make a Grit(toughness) roll to
resist damage and injuries.
• Muscles: Make a Grit(muscles) roll when trying
to lift something, force something open or
perform some similar display of raw muscles,
including wrestling people into submission.

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Wits Skills and specialities of what makes people tick and how to pull their strings to
These Skills and specialities relate to how fast a get what they want. Specialities include:
character thinks, their native intelligence and awareness • Persuasion: Make an Influence(persuasion) roll
and their ability to interact with others. to get people to agree with you and help you
through reasoned argument, negotiation, debate
Animal Handling: A character with the Animal handling and emotional appeal.
Skill is experienced in dealing with animals. Specialities • Seduction: Make an Influence(seduction) roll to
include: get people to assist you through the promise of
• Riding: Make an Animal Handling(riding) roll to sexual favours.
control an animal you are riding. • Intimidation: Make an Influence (intimidation)
• Driving: Make an Animal Handling(driving) roll roll to get people to obey you through fear of the
to control a wagon, coach, plough or other consequences of not doing so.
animal drawn vehicle. • Disguise: Make an Influence(disguise) roll to
• Husbandry: Make an Animal Handling pretend to be someone else. A character with
(husbandry) roll to diagnose animal illnesses, this speciality is particularly adept in the arts of
treat animals wounds or to know about disguise. This includes using make-up and
domesticated animals. prosthetics to change your appearance and also
techniques for changing your gait, mannerisms
and voice.

Perception: A character with this Skill has an


astonishing sensitivity to their surroundings, noticing
small details both in the environment and in peoples
attitudes and behaviours. This Skill also covers tracking
and similar activities. Specialities include:
• Wilderness: Make a Perception(wilderness) roll
to notice things whilst in the wilds or rural
areas.
• Urban: Make a Perception(urban) roll to notice
things whilst in settlements.
• Human: Make a Perception(human) roll to
notice something about a person, or to work out
their motives.

Will: A character with this Skill has a high degree of


mental self control, able to stay focussed on actions when
distracted, resistant to influence by others and able to
hold their ground in the face of frightening or shocking
Art: A character with this Skill is an accomplished artist. events. Specialities include:
Specialities include: • Nerve: Make a Will(nerve) roll to resist
• Painting & Drawing: Make an Art(drawing) persuasion and seduction Influence rolls made
roll to draw or paint a picture or evaluate an by other characters.
existing picture. • Guts: Make a Will(guts) roll to resist the effects
• Music: Make an Art(music) roll to play a of fear and terrifying situations or intimidation
musical instrument or sing well. attempts.
• Sculpture: Make an Art(sculpture) roll to
create a sculpture or evaluate an existing
sculpture.
• Writing: Make an Art(writing) roll to create a
piece of writing or evaluate an existing piece of
writing.
• Composition: Make an Art(composition) roll to
create a musical composition or evaluate an
existing composition.

Gaming: A character with this Skill is a skilled gamer,


and gambler. Specialities include:
• Cards: Make a Gaming(cards) roll to play poker
or other card games.
• Betting: Make a Gaming(betting) roll to bet
effectively.
• Dice: Make a Gaming(dice) roll to play dice
games.

Influence: A character with this Skill is a skilled


manipulator of people, with an instinctive understanding

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Knowledge Skills and specialities Law: A character with this Skill is likely to be a lawyer,
These Skills and specialities relate to what a character with a deep understanding of laws and customs and their
knows, reflecting their depth and breadth of knowledge, application in court. Specialities include:
experience and education. • Criminal: Make a Law(criminal) roll to know
about criminal law or to prosecute or defend in
Smithing: A character with this Skill is skilled in a criminal case.
working with metals. Specialities include: • Civil: Make a Law(civil) roll to know about civil
• Blacksmithing: Make a Smithing law or to prosecute or defend in a civil case.
(blacksmithing) roll to evaluate, make or repair
metal weapons and items, except swords. Common Knowledge: A character with this Skill has a
• Artifice: Make a Smithing(artifice) roll to particular grasp of the kinds of knowledge that are
evaluate, make or repair complex devices, such known to everyone. Common Knowledge relates to the
as clocks or locks. kind of information which you get from life, rather than
• Gunsmithing: Make a Smithing (gunsmithing) formal education. Specialities include:
roll to evaluate, make or repair firearms of all • North of the Border: Make a Common
kinds. Knowledge(North of the Border) roll to know
• Locksmithing: Make a Smithing (locksmithing) about people, places, customs and events north
roll to pick locks and disarm complex of the border (Canada).
mechanisms. • South of the Border: Make a Common
Knowledge(North of the Border) roll to know
Crafting: A character with this Skill is skilled in working about people, places, customs and events south
with non-metal materials. Specialities include: of the border, which is basically Mexico and the
• Carpentry: Make a Crafting(carpentry) roll to Southwestern states and territories.
evaluate, make or repair wooden items. • Back East: Make a Common Knowledge(Back
• Masonry: Make a Crafting(masonry) roll to East) roll to know about people, places, customs
evaluate, make or repair stone or concrete and events back east, which is the East Coast
items. and most of the old “Union” states.
• Tailoring: Make a Crafting(tailoring) roll to • Great Plains: Make a Common
evaluate, make or repair clothes or leather Knowledge(Great Plains) roll to know about
items. people, places, customs and events in the great
• Pottery: Make a Crafting(pottery) roll to plains area, which is the Rockies eastwards to
evaluate, make or repair clay and ceramic items. the Missouri river, the traditional “wild west”.
• Out West: Make a Common Knowledge(Out
Tinkering: A character with this Skill has an West) roll to know about people, places,
understanding of the physical principles involved in customs and events west of the Rockies.
designing, repairing, maintaining and building things, • Indian: Make a Common Knowledge(Indian)
and blowing them up. Specialities include: roll to know about people, places, customs and
• Mining: Make a Tinkering(mining) roll to events of the Indian peoples.
design and build mines and for anything related • The South: Make a Common Knowledge(The
to mining. South) roll to know about people, places,
• Structural: Make a Tinkering (structural) roll customs and events in the Southern and Deep
to design and manage the building of buildings. Southern states (the old Confederate states).
• Demolitions: Make a Tinkering (demolitions)
roll to safely handle and lay explosive charges Connections: A character with this Skill is comfortable
for maximum effect. in various social situations and has a network of contacts
• Engines: Make a Tinkering(engines) roll to and associates to draw on. Specialities include:
repair, design, build or maintain steam engines. • Criminal: Make a Connections(criminals) roll to
find a suitable criminal contact for some reason
Healing: A character with this Skill is a master of the or to understand the relationships and players in
healing arts. Specialities include: the criminal underworld.
• Surgery: Make a Healing(surgery) roll to save a • Military: Make a Connections(military) roll to
dying character and perform other surgeries. find a suitable military contact for some reason
• First Aid: Make a Healing(first aid) roll to treat or to understand the relationships and players in
wounds. the military.
• Medicine: Make a Healing(medicine) roll to • Business: Make a Connections(business) roll to
treat poisons and diseases. find a suitable business contact for some reason
or to understand the relationships and players in
Education: A character with this skill has been blessed the business community.
with a formal education. Education covers the kind of • Society: Make a Connections(society) roll to
subjects which aren't considered to be “Common
find a suitable upper class contact for some
Knowledge”. Each specific subject forms a speciality.
reason or to understand the relationships and
• Subject: You can take this multiple times, each players amongst the gentry, aristocracy and
time choosing a different specialist subject such royal social circles.
as Ancient History, Archaeology, Chemistry, • Political: Make a Connections(political) roll to
Physics, Philosophy and so on.
find a suitable political contact for some reason
or to understand the relationships and players in

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the world of politics and government. Reflexes Skills and specialities
• Legal: Make a Connection(legal) roll to find a These Skills and specialities relate to a characters speed
suitable contact in the judicial or policing world. of action, accuracy and finesse.

Navigation: You are an expert on the plotting of routes Agility: A character with this Skill has an excellent sense
and courses. Specialities include: of balance and control of their bodily position. Useful for
• Sea: Make a Navigation(sea) roll to plot and dodging things, dancing and balancing. Specialities
follow a course at sea. include:
• Land: Make a Navigation(land) roll to plot and • Tumble: Make an Agility(tumble) roll to move
follow a course on land. in unconventional ways, such as rolling,
tumbling, flipping or other gymnastic feats.
Signalling: You are an expert on signalling, whether • Balance: Make an Agility(balance) roll to keep
with telegram. Signalling also includes the use of secret your balance, such as when crossing narrow
codes. Specialities include: surfaces or walking on ropes.
• Codes: Make a Signalling(codes) roll to devise • Dance: Make an Agility(dance) roll to dance in
or decipher codes of all types. an entertaining and skilful way.
• Telegraphy: Make a Signalling(telegraphy) roll
to accurately send a telegram. Archery: A character with this Skill is a skilled archer,
capable of fast and accurate shooting. Specialities
Survival: A character with this Skill is a survivor, at include:
home in the wilds, able to live comfortably off the land. • Drawn bow: Make an Archery(drawn bow) roll
This also includes navigation in said environment. They to hit someone with an arrow from a longbow or
are also knowledgeable on the subjects of animals and shortbow. About the only people to use bows in
plants of the wilds. Specialities include: the west are Indians.
• Prairie: Make Survival(prairie) rolls to navigate
and survive in open grasslands (this includes the
wide plains of the west, Russian steppes and
veldt lands in Africa). The prairies dominate the
mid-western landscape.
• Woodland: Make Survival(woodland) rolls to
navigate and survive in woodland environments
such as the Appalachians.
• Desert: Make Survival (desert) rolls to navigate
and survive in desert climates such as the
Southwest Desert.
• Mountains: Make Survival (mountains) rolls to Shooting: A character with this Skill is a good shot with
navigate and survive in mountainous climates all manner of firearms. Specialities include:
such as the Rockies. • Pistol: Make a Shooting(pistol) roll when firing
• Swamp: Make Survival(swamp) rolls to pistols and other handguns.
navigate and survive in swampy or marshlands, • Carbine: Make a Shooting (carbine) roll when
such as the Bayou. firing carbines.
• Rifle: Make a Shooting(rifle) roll when shooting
Tactics: A character with this Skill is an experienced
war leader, able to lead men into battle and plan rifles and rifled muskets.
effective tactics and strategies, whilst also managing the • Smoothbore: Make a Shooting(smoothbore)
logistical needs of a campaign. This also includes all roll when shooting shotguns, scatterguns and
aspects of siege warfare, including logistics and siege unrifled muskets.
engine usage. Specialities include: • Gunnery: Make a Shooting(gunnery) roll when
• Land: Make Tactics(land) rolls to maximise your firing swivel guns, cannons and howitzers.
effectiveness during land battles.
• Sea: Make Tactics(sea) rolls to maximise your Throwing: A character with this Skill has a good
effectiveness during sea battles. throwing arm, able to place thrown objects accurately
and reliably. They are also good at catching things.
Languages: You are an expert on languages. Characters Specialities include:
with just the Languages Skill have a passing ability to • Balanced: Make a Throwing(balanced) roll to
communicate in most languages. Each speciality hit something with a balanced thrown object.
represents a fluency in a specific language. Balanced means that the object flies straight
• Fluency: You can take this speciality as many and true when thrown (throwing knives,
times as you want, each time specifying a tomahawks, javelins and balls are examples of
different language which you are fluent in. balanced objects).
• Unbalanced: Make a Throwing(unbalanced)
roll to hit something with an unbalanced object.
Unbalanced objects do not fly straight and true
when thrown (furniture, other characters,
animals and most melee weapons are examples
of unbalanced objects).

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Stealth: A character with this Skill is able to move Protect women, Hang horse thieves, Always
around undetected and hide flawlessly. Stealth is often welcome a visitor with food or tobacco, Never
opposed by Perception. Specialities include: draw on an unarmed man, Never break your
• Urban: Make a Stealth(urban) roll to hide or word, Never shoot someone in the back, Never
move undetected through settlements. borrow/steal another man's horse without his
• Wilderness: Make a Stealth(wilderness) roll to permission.
hide or move undetected through rural or • Curious: When confronted with a mystery or
wilderness areas. the opportunity to discover something new and
interesting you must spend a Drama point not to
Speed: A character with this Skill is as fast as lightning, purse that mystery or opportunity.
with impressive reflexes. Specialities include: • Decisive: If you need to make a decision you
• Dexterity: Make a Speed(dexterity) roll to must spend a Drama point to delay making the
perform card tricks, palm objects, pick pockets decision (whether through prevarication or to
and so on. plan better), otherwise you must make a snap
• Quick Draw: Make a Speed(quick draw) roll to decision and act on it.
draw a gun as a free action on your turn. • Dependent: Someone depends on you, such as
• Quick Load: Make a Speed(quick load) roll to a wife, sibling, friend or child. If they are
rapidly reload a gun. threatened, in trouble or in need of assistance
you must spend a Drama point not to
• Initiative: Make a Speed(initiative) roll to
immediately go to their aid.
determine turn order in combat rounds and also
• Peaceful: You must spend a Drama point to
to dodge things like falling objects or traps.
resolve a situation through violent means, or to
allow violent means to be used by your allies.
Flaws • Doomed: The character cannot spend Drama
The following list comprises the flaws available to player points to reduce damage taken. They are
characters during character creation. Each Flaw you doomed to die. They may have embraced their
take gives you an extra starting Skill or speciality. A lot fate and have a deathwish, or they may be
of Flaws are quite open to interpretation, but the GM actively trying to avoid it.
always has the ultimate say how to handle them in play.
• Drifter: The character must spend a Drama
Where a Flaw requires Drama points to be spent to not
do something (or to do something) a single Drama point point to stay in the same place for two or more
is considered to negate that Flaw for the rest of the nights.
scene. • Evangelical: You are an evangelical and must
• Abolitionist: You are fired by your hatred of take every opportunity to push your faith onto
slavery. Whenever you encounter a slave you others, trying to gain converts to your cause. To
must spend a Drama point or try to free them. not do so requires a Drama point to be spent.
• Aggressive: You cannot spend Drama points in • Focussed: Once the character has decided on a
a combat which you did not start. goal (something they wish to achieve) they must
spend a Drama point to perform any action
• Ailing: The character cannot spend Drama
which is not directly conducive to achieving that
points on Brawn Skill rolls. They are unwell. goal.
This might be a chronic disease like
• Forgetful: The character cannot spend Drama
tuberculosis, a physical impairment such as a
limp or badly healed wound or a state of general points on Knowledge Skill rolls. They have a
unhealth. memory like a sieve and would forget their own
head if it wasn't screwed on.
• Berserker: Once the character gets into
• Grim: Whenever the character encounters an
combat they must spend a Drama point to
withdraw before all their enemies have been authority figure in a tense situation, they must
killed, incapacitated or have fled, or the spend a Drama point or the authority figure will
character is defeated. assume the character, and those associated with
them, are the bad guys.
• Bully: You are a bully. If someone doesn't want
to do what you want you must spend a Drama
point or attempt to intimidate them into obeying
you.
• Coffee Boiler: You are very lazy and must Henry Rifle
spend a Drama point to volunteer to do
anything. • Guilt: Whenever the character kills someone or
• Compassionate: The character must spend a something they are wracked by pangs of guilt
Drama point to not help someone who is clearly and must discard a Drama point.
in need. • Hankering: The character is addicted to some
• Coward: The character cannot spend Drama substance, usually alcohol, hashish or psilocybe
points when acting in a “heroic” manner. A (magic mushrooms). The character must discard
heroic manner is acting against their own self- a Drama point whenever you turn down the
interest in helping others. opportunity to incapacitate themselves by taking
• Cowboys Code: You are bound to the Cowboys the substance concerned.
code. You must spend a Drama point to break • Harbinger: Any allies within 100ft of the
any of the following rules; Avenge all insults, character cannot spend Drama points to reduce

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damage taken (although the character can Mechanisms just don't seem to like you.
spend Drama points to reduce damage they • Lawman: You are a conscientious lawman. You
themselves take as normal). Death follows the have sworn to uphold the letter and spirit of the
character like a shroud and those around them law and not to permit another to break the law
seem to die like flies. or fail to arrest someone who has broken the
• Haunted: Some past event haunts you. Decide law. It is not a lawmans job to decide on the
what the event was when you take this flaw. If guilt or innocence of someone, that is the courts
you encounter a situation which is similar to job. You are just here to bring them to justice.
that event you must spend a Drama point or You must spend a Drama point to act illegally.
become paralysed and useless for the rest of the • Liar: The character must spend a Drama point
scene. For example, a war veteran might take to tell the straight, unembellished truth. In
Haunted and have the battle of Gettysburg as practise this means they must conceal important
the event that haunts them. If they find information, tell outright lies, understate or
themselves in a full scale pitched battle they exaggerate information at every opportunity.
need to spend a Drama point or become The character is a no good lying dog.
paralysed by their memories for the rest of the • Loco: You have some form of severe neurosis or
scene. psychosis, chosen when you take this flaw (you
• Slow: The character cannot spend Drama points can take this flaw more than once, having a
on Wits Skill rolls. You aren't necessarily stupid, difference psychosis each time). Examples
you just take a little longer to think on things include being delusional, paranoid, bipolar
than most folks. disorder, multiple personalities and so on. If you
• Heroic: The character cannot spend Drama do not spend a Drama point at the start of a
points when acting in a “cowardly” manner. A session you suffer an acute “attack” of your
cowardly manner is acting in their own self- madness sometime during it (the GM decides
interest when they are in a position to help what happens, and when).
others. • Old Timer: Your characters starting age must
• Hippocratic Oath: You are bound by the be over sixty to take this Flaw. You cannot take
Hippocratic Oath which obliges you to treat all any Brawn specialities.
people fairly, help the sick and do no harm. If
you wish to break the code you must spend a
Drama point.
• Honest: The character must spend a Drama
point to tell a lie, conceal the truth from
someone, deceive someone through act of
omission of the truth or to collude with others to
deceive. They're as honest as the day is long.
• Honourable: The character must spend a
Drama point to break their word once given. As
long as you don't give your word, you can freely
lie and cheat til the cows come home. Note that
you can give your word to yourself, swearing a • Lone Wolf: Whenever the characters spends a
personal oath to achieve something, do Drama point all their allies within 100ft must
something or not do something. Breaking your discard a Drama point each. If they have no
own oath then requires a Drama point to spent. Drama points this has no affect on them.
Once you have spent a Drama point to break • Lusty: The character must spend a Drama point
your word you no longer need to spend points to
to turn down any offer of a romantic interlude.
break that particular commitment again.
• Lying Dog: You must spend a Drama point to
• Illiterate: Your reading and writing skills are
tell the plain, unadulterated truth. A Lying Dog
very poor. To read something you must spend a
conceals important information, tells outright
Drama point.
lies and understates or exaggerates important
• Important: For some reason you are a very
information at every opportunity.
important person. Decide why when you take • Mad Dog: The character cannot spend Drama
this edge. You might be an Indian Chief,
points in a combat which someone else started.
Medicine Man, Marshall, Texas Ranger or Clan
They are the archetypical “mad dog” always
leader. If you do not spend a Drama point at the
spoiling for a fight and preferring violent
start of a session your Important status will
solutions to peaceful ones.
come into play during the session, requiring you
to do something. A Marshall may be called upon • Mean as a Rattler: When given the opportunity
to arrest someone, an Indian Chief may have to to hurt someone (physically or mentally) without
make peace between two tribes and so on. any reprisals you must spend a Drama point not
• Indecisive: You must always act according to to.
the group consensus, or spend a Drama point to • Mercenary: A mercenary character only helps
act independently. others out when paid. You must spend a Drama
• Jinxed: The character cannot spend Drama point to take on an unpaid job or mission (except
where such a job or mission will result in a
points on rolls where you use a mechanism of
direct benefit to yourself).
any kind (e.g. Guns, but not swords).
• Murderous: The character must spend a Drama

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point not to kill a defeated foe in cold blood. which attracts those looking to make a name for
• Oath: You have sworn some kind of really themselves. Spend a Drama point at the start of
serious Oath. Each time you take this flaw (you a session or some young challenger will
may take it more than once, with a different approach and challenge the character to a duel
oath each time) choose an oath. You must spend during the session, with violent consequences.
a Drama point each time you break this oath. • Selfish: The character must spend a Drama
• Kid: You are under the legal age of majority point when they wish to give something of theirs
(eighteen in most places). This means that you to someone else. Note that they can't
can't vote, drink and are barred from lots of circumvent this by “indirect” giving, such as
places and cannot have any Knowledge dropping something so someone else can pick it
specialities. Needless to say, your Age must be up.
eighteen or less but on your eighteenth birthday • Shakes: The character cannot spend Drama
you lose this Flaw. points on Reflexes Skill rolls. Nerve or
• Ornery: You must spend a Drama point to go psychological damage has left them prone to the
along with a plan agreed by the rest of the shakes.
group. • Spendthrift: The character spends money like
• Pariah: The character is reviled by most of the it's going out of fashion or tends to lose it. At the
population because of what they are, rather end of a game session they lose any remaining
than who they are. This could be on account of money they have, starting off the next session
your profession (such as being a whore), race flat broke.
(being black or Chinese), nationality (being Irish • Treacherous: If you are offered something of
or Mexican) or some odious personal habit or value in exchange for “selling out” a friend or
feature (such as spitting all the time or terrible ally you must spend a Drama point to refuse.
breath). Spend a Drama point at the start of the • Trusting: If someone tells you something you
session or you will find yourself placed in at believe it's true and should act accordingly. To
least one dangerous situation due to your pariah disregard it as a lie or deception you must first
status during the game session. spend a Drama point.
• Phobia: You have a phobia (fear) of something • Varmint: If you want something you must steal
which is fairly common, such as the dark, water, it. If you don't want to steal it, spend a Drama
spiders, heights or enclosed spaces. Decide point.
what it is when you take this flaw. When you
encounter the thing you are phobic to you must
spend a Drama point or flee from it. If you
cannot flee you are paralysed for the rest of the
scene.
• Pious: You are very pious and obey the
strictures of your religion to the letter. You must
spend a Drama point to behave in a fashion
inappropriate to your religion.
• Poor English: Your character doesn't speak
English fluently. In play, you are limited to
simple words and cannot form sentences or
communicate complex concepts unless you
spend a Drama point, in which case you can talk
normally for the scene. • Vigilante: You have sworn to bring justice to
• Prohibitionist: You consider alcohol and drugs all, placing yourself in the role of judge, jury and
to be great evils and must take every (sometimes) executioner. You must protect the
opportunity to stop the consumption, sale or innocent from the guilty and cannot let a crime
supply of such things. Whenever you find go unpunished, even if that involves breaking
somewhere which is supply alcohol you must the law. You must spend a Drama point to let
spend a Drama point or attempt to close it someone get away with a “crime”.
down. How you go about trying to close it is up • Wanted: The character is wanted for a crime
to you. Needless to say, you don't drink yourself. they either did commit, or which they were
• Proud: If you receive a challenge you need to framed for. Spend a Drama point at the start of
spend a Drama point to refuse to accept it. each session or they will have to contend with
• Provocative: Lose a Drama point if your actions bounty hunters or officials, who are after them,
during that session.
result in a situation being “calmed down” rather
than escalating.
• Warriors Code: You are a member of an Indian
• Rage: The character must spend a Drama point warrior society and have sworn to uphold it's
code. You must spend a Drama point to break
not to attack someone who insults or attacks
any of the following rules; Never use guns,
them.
Always rescue a wounded comrade, Always
• Reluctant: The character cannot spend Drama count coup on an enemy before killing them,
points in a combat which they started. They are Always scalp someone after killing them.
reluctant to fight for some reason, such as being • Yellow Belly: If you feel endangered you must
a retired soldier or guilt ridden paid killer.
run and hide, or spend a Drama point to stand
• Reputation: The character has a reputation your ground.

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Drama Points and Belongings in shootouts.
A characters initial Drama Point score and starting funds Influence to get others to do what you want without
depends on their social class, as detailed in the table violence.
below: Athletics so you can get away if things go bad.
Healing to keep the rest of your party alive.
Animal Handling to get the most out of riding.
Class Drama Starting Speed so you can go first.
Points Funds Stealth to get the drop on people.
Upper Class 1 $600 Perception to stop people getting the drop on you.
Archery if you're an Indian and/or Jinxed
Middle Class 2 $300 Throwing if you need to kill someone quietly.
Working Class 3 $150

Upper class characters are the scions of rich and/or


upper class families. The offspring of Indian chiefs,
medicine men, railroad barons, successful bankers or
members of the aristocracy (if European).

Middle class characters were born into professional


families. Their parents may have been lawyers,
accountants, successful business or merchant people or
have similar white collar jobs.

Working class characters are the salt of the earth,


coming from relatively poor families. Their parents were
engaged in unskilled or semi-skilled labour, the classic
“blue collar” workers.

You can use your starting funds to buy any equipment


you like. To make things easier several basic “kits” are
given here, with a total price for each kit in the right
hand column:

Kit Price
Double Barrelled Derringer .44 ($6) and 100 $9.25
bullets ($3.25)
1873 Colt Peacemaker ($10), 100 bullets $20.25
($3.25), Gun Belt ($2) and Holster ($5)
1876 Winchester .45 Repeating Carbine ($23), $29.25
100 bullets ($3.25) and Rifle Scabbard ($3)
1873 Winchester .44-40 Repeating Rifle ($30), $36.25
100 bullets ($3.25) and Rifle Scabbard ($3)
American Arms Double-barrelled Break-Open $28
Shotgun ($20), 100 shells ($5) and Rifle
Scabbard ($3)
American Arms Double-barrelled Break-Open $28
Scattergun ($20) and 100 shells ($5) and Rifle
Scabbard ($3)
Saddle Horse ($60), Tack ($10)), Saddle bags $118
($6), Saddle Blanket ($2) and Saddle ($40)
Bedroll ($4), Backpack ($2), Hat ($3), Suit or $29
Normal Clothes ($15), Poncho ($2), Canteen
($1), Mess Kit ($2)

Character Creation Hints


The following Skills are particularly recommended to
new characters:
Shooting to hit people with guns.
Grit so the first hit you take doesn't put you out of the
fight.
Fighting to handle yourself in melee combat.
Will to avoid being influenced by others and to stay calm

26
Combat

"Shooting at a man who is returning the


compliment means going into action with the
greatest speed of which a man's muscles are
capable, but mentally unflustered by an urge to
hurry or the need for complicated nervous and
muscular actions which trick shooting involves."
- Wyatt Earp

27
Introduction • Aim
GGSL is a game where combat is likely to be quite a • Defend
common occurrence but the rules for managing combat • Open an unlocked door
are deliberately kept quick and simple. The rules are • Take something from a pocket, pack or similar,
really just to give a framework for combat to occur in and ready to use it
the GM and players should have fun filling in the details
• Draw a weapon
through role-play.
• Load a bullet or shell into a gun
To succeed on a roll you must roll greater than or equal • Use something you are holding
to the DIFF number. • Make a statement or comment during combat
• Administer a coup de grace
Time in Combat
Time critical situations, such as combat, are divided into It can be assumed that any action can include a yard or
rounds. Each round is five seconds in duration and each two of movement, unless common-sense clearly
character involved in the situation gets one turn per precludes movement whilst performing the action. Brief
round. comments or gestures do not require an action, they are
free to perform as and when a player wishes, but
Initiative anything more than a few words counts as a full action.
At the start of a combat encounter each character should
make a Speed(initiative) roll. Starting in the first round, Movement
characters take their turns in order of the one with the How far a character can move in a single turn is noted in
highest Speed(initiative) roll first, working downwards. the following table:

Surprise Movement
In some situations one or both sides in a combat may be
surprised by the other. A surprised character rolls Character doesn't have Athletics 30ft
Speed(initiative) as normal, but has no turn in the first Character has Athletics 50ft
round. The first surprised character to be attacked is
Helpless, subsequent characters defend normally. Character has Athletics and running 70ft

Facing If you have a modifier to your running speciality, add it to


Characters are assumed to be constantly moving, looking your Movement rate.
around, listening and trying to stay aware of their
environment during a battle. As such, they can attack or Remember that encumbered characters halve their
defend against attacks from any direction. maximum movement distance and also halve movement
distances if crossing treacherous ground.
Turns
A round is divided up into turns. Each character gets one Non-Combat Movement
turn per round. As a general rule of thumb, a character who is not in
combat can move twice as fast as listed in the table
When a characters turn comes up they may move and/or above. The table values reflect stopping, starting and so
perform one other action. Alternatively, a character on.. not straight linear movement. If you want to move in
may “hold” their turn. a straight, linear fashion (doubling movement) you may
do so, but the DIFF to hit you until the start of your next
Note that you can split your move before and after your turn is 10.
other action, so you could run at someone, try and knock
them aside, then continue moving past them if you Other Actions
succeeded. Most of the actions are fairly self explanatory, but a few
merit further discussion:
The “held” turn can be used at any time and can
interrupt another players turn if the holding player Draw
wishes, but you can only move or perform another action A draw action lets you draw one weapon with each free
on a held turn, not both. If the held turn is not used hand. You can make a Speed(quick draw) roll when you
before the start of the characters next turn it is lost. draw a weapon. If you succeed you draw the weapon as a
free action. If you fail you draw it normally. If you
If a situation arises where two or more characters wish critically fail you drop it. The DIFF of the roll depends on
to use their held turns at the same time, the characters where the weapon is stowed:
concerned should make Speed(initiative) rolls and the
highest roller gets to choose when to act.
DIFF
Sample actions include: Hip Holster or Sheath or Slung Long-arm 50
• Maneuver
Shoulder, Belly or Sleeve Holster or Sheath 70
• Swing on a rope
• Climb or jump over a low obstacle (such as a low Ankle Holster or Sheath 90
wall or railing)
• Swim two yards On a Critical success you draw your weapon with an
• Attack an opponent impressive flourish.

28
Load
A load action loads one new bullet or shell into a gun.
You can make a DIFF 50 Speed(quick load) roll when you
use this action. If you succeed you load two bullets or
shells and if you critically succeed you load three. If you
fail you load one as normal and if you critical fail you
load none.

Defend
If you use a defend action all attacks against you are at LeMat Pistol
-20 until the start of your next turn.

Aim
An aim action gives you +20 to hit if you attack on your
next turn.

Maneuver
A maneuver action involves maneuvering an opponent
into a new position up to five yards from where they
started. Make an opposed roll to get them to move and
the Skills concerned depends on the method you employ.
Some examples:
• Grit(muscles) vs. Grit(muscles) if you just barge
or throw them out of the way. .45 Peacemaker
• Fighting(relevant speciality) vs. Fighting
(relevant speciality) if you use some form of
fighting technique to move them (as opposed to
brute force), such as a foot sweep or a stunning
display of weapon Skill.
• Influence(persuasion) vs. Will(nerve) if you
persuade them to move, for example by using
the “Look out.. it's behind you!” technique.
• Influence(intimidation) vs. Will(guts) if you
frighten them into moving, a classic berserker
move.
• Influence(seduction) vs. Will(nerve) if you flirt
and use sex appeal to move them. Double Barrelled Scattergun
If you get a Critical success on a maneuver action they
move and lose their next turn as well (or a held turn if
they have one).

If you get a Critical failure you get moved or knocked


down instead, as the opponent wishes.

Note that you can use maneuver actions to force people


over the edges of cliffs, into raging torrents and so on.

Maneuver actions are often used to get an opponent into


a position where they are either disadvantaged or where
the attacker is advantaged.

Coup de Grace Remington Army .44


A Coup de Grace instantly kills an incapacitated
character. You can only deliver a coup de grace to a
character who is incapacitated.

Smith & Wesson Schofield

29
Attacks Ranged Attacks DIFF
To hit an opponent make a Fighting roll for a melee
Short Range Long Range
attack, Throwing roll for a ranged attack with a thrown
weapon, Archery roll for a ranged attack with a bow or Target is Helpless - 10
crossbow or a Shooting roll for a ranged attack with a
gun. Target has no Cover Target is Helpless 30
Target has Soft Cover Target has no Cover 50
Melee Attacks DIFF
Target has Hard Cover Target has Soft Cover 70
Attacker Attacker Attacker
Advantaged Neither Disadvantaged - Target has Hard Cover 90
Target is - - 0
Helpless To determine the DIFF to hit find the column which
Target doesn't Target is - 10 describes the range to the target then go down to the
have Fighting Helpless row which describes their Cover (if they are Helpless use
Target has Target doesn't Target is 30 that row, ignoring cover), then read across to get the
Fighting have Fighting Helpless DIFF to hit them.
For example, the DIFF to hit a target at Long Range in
Target has Target has Target doesn't 50 Soft Cover is 70.
Fighting and Fighting have Fighting
relevant Cover is defined as something between you and an
speciality attack. Soft Cover either can't stop a bullet. Hard cover
- Target has Target has 70 can.
Fighting and Fighting
relevant Examples of Soft Cover include Shrubs, Darkness, Mist
speciality or Fog and Thin walls or doors. Examples of Hard Cover
- - Target has 90 include a wall or water trough or a corner or tree
Fighting and
relevant If the distance between the attacker and target is less
speciality than or equal to the weapons Short Range, the attack is
at Short Range. If the distance is greater than Short
To determine the DIFF to hit a target find the row which Range but not greater than the weapons Long Range the
best describes the attackers situation (Advantaged, attack is at Long Range. If the distance is greater than
Disadvantage or Neither, discussed in more detail below) Long Range the attack automatically misses.
then look down to the row which describes the target.
Read across to get the DIFF to hit them. Further modifiers may then be applied to the attack roll
as follows:
For example, if the attacker is Advantaged and the target Modifier
has no Fighting skill (but isn't Helpless) the DIFF to hit Attacker Aimed on their last turn +20
them is 10.
Target used a Defend action on their last -20
To make things easier GGSL dispenses with a long list of turn
modifiers for melee combat and instead uses the concept
of “Advantage”. Advantage always relates to the situation A target beyond a weapons short range value but not
you are in, not to equipment or your state of being (if you beyond the weapons long range value is at long range. A
have a stinking cold you are not Disadvantaged, for target beyond Long range cannot be hit with that
example). When you attack the GM should consider the weapon.
situation and decide whether you are Advantaged,
Normal or Disadvantaged.

Some examples of being Advantaged


• You're striking downwards at your opponent
• The sun is in your opponents eyes
• Your opponent is on treacherous ground and
you have solid footing
• Your opponent is flanked (so they have enemies
on more than side)

Some examples of being Disadvantaged


• You are on treacherous ground
• The weather is inclement (such as howling
winds, rain, thunder, thick fog)
• It's pitch black or your opponent is above you
Shields
All attacks against a character with a shield are at -10.
The only time characters are likely to encounter shields
is when fighting Indians.

30
Paired Weapons Critical Failures
A character wielding two one-handed weapons (melee or A Critical Failure is really an opportunity for the GM to
ranged) has the option to attack with both weapons in have some fun. It means that something inconvenient has
the same action. happened to the character and the GM should come up
Make a separate attack roll for each weapon, with a -20 with something appropriate, based on the circumstances.
to hit on each roll. Some ideas might include:
• If you are in melee something happens which
Rate of Fire gives your opponent Advantage on their next
Some guns can fire a burst in place of a normal attack. A attack.
burst consists of more than one bullet fired in a single • You might trip or be knocked down and need to
action and gives the character multiple attacks with that spend your next turn getting up (no movement
weapon in that action. Regardless of the number of or other actions)
attacks, a burst is always treated as a single action. The
• You might drop your weapon and need to pick it
attacks may be against the same or different targets as
the attacker wishes. If you Aimed last turn only the first up or draw another one
attack gets the Aim bonus, the second and subsequent • If your weapon is Unreliable it breaks
attacks do not get that bonus. • If you are in melee your opponent gets a free
Unless stated otherwise, a weapon can always fire at a attack on you
lower rate of fire than that listed for it, so an LB rated • If you are using a six-gun or repeating weapon it
weapon could fire Single Shots, Short Bursts or Long jams and you need to spend the next turn
Bursts. All ranged weapons have a Rate of Fire (ROF) clearing the jam before you can use it again
code. • If you are shooting into a group, you hit a
• SS (Single Shot): The weapon can only fire one friendly or neutral target rather than an enemy
bullet per action.
• SB (Short Burst): A short burst uses three Buffaloing
bullets and gives two attacks. Buffaloing is knocking someone unconscious with a sharp
• LB (Long Burst): A long burst uses ten bullets blow to the head. To buffalo someone make a normal
and gives three attacks. melee attack using Fighting(relevant speciality). If the
• EB (Extended Burst): An extended burst uses attack hits immediately make a Grit(muscles) roll against
thirty bullets and gives four attacks. the targets Grit(toughness).
• If you succeed you have stunned them for one
In GGSL double actions pistols can fire short bursts and minute (twelve rounds).
single action ones can fire short bursts if the shooter has • If you fail they are still standing.
a hand free to “fan the hammer”. The only weapons • If you critically succeed, they are knocked
capable of Long Bursts are Gatling Guns. unconscious for one hour.
• If you critically fail you are knocked down
Damage in Combat instead.
The damage rules are in the Game mechanics section on A stun attempt inflicts no damage, regardless of the
page seven, but just to recap: weapon being used.
• If a character is struck by an attack they take a
wound and must immediately make a damage
roll to determine if they can continue acting or
are incapacitated.
• A hit from a VL damage weapon inflicts a wound
of value equal to the tens value of the roll.
• A hit from an L damage weapon inflicts a wound Sharps Big 50 Rifle
of value equal to the sum of the dice in the
attack roll. Disarming
Make a normal attack using Fighting(relevant speciality).
• A hit from an M damage weapon inflicts a
You may be armed or unarmed to perform a disarm. If
wound of value equal to the product of the dice
the attack hits immediately make a Fighting(relevant
in the attack roll.
speciality) roll against the Fighting(relevant speciality) of
• A hit from an H damage weapon inflicts a wound the character who you struck.
of value equal to the roll of the dice in the attack • If you succeed you have forced them to drop a
roll.
held item of your choice.
Critical Hits
• If you fail the disarm attempt fails.
Increase the damage code of a critically successful attack • If you get a critical success you disarm them and
by one step (a critically successful attack is one where may immediately take the item yourself as a free
you hit with a roll of doubles). Note that you can inflict action (assuming you have a free hand).
critical hits on objects. When attacking helpless targets • On a critical fail they get a free attack on you
characters may as well always “Go for Broke” as they immediately.
cannot critical fail. You can also perform a disarm with a ranged attack,
using Shooting(relevant speciality) and, if you hit, the
attack inflicts no damage but the target must make a
DIFF 80 Grit(toughness) roll to hold onto the item hit.

31
Wrestling Counting Coup
Make a normal unarmed attack using Fighting(brawling). Counting Coup is a practise common amongst Indians
If the attack hits immediately make a Grit(muscles) roll with the “Warriors Code” Flaw. Counting coup means
against the Grit(muscles) of the character who you striking an opponent either bare handed or with the flat
struck. of a melee weapon, and gaining honour in so doing (you
• If you succeed you have pinned your opponent. cannot count coup with a ranged attack). To count coup
They can do nothing as long as you do nothing simply state the intention to count coup then attack. If
either. you hit you inflict no damage but have “counted coup” on
• If you critically succeed you have pinned your your opponent.
opponent and can move at half speed whilst still
keeping them pinned. Melee Damage Bonus
If a character has a bonus to their muscles speciality
• If you fail they break loose from your grasp.
(such as Muscles+10) they may add that bonus to any
• If you get a critical failure you fail and knock melee damage they inflict.
yourself down. For example, if you have Muscles+10 and rolled 48 on a
hit with an L damage weapon, you would inflict 22
Once you have pinned an opponent you can simply keep damage (4+8 for L damage, +10 for the Muscles
them pinned or try to incapacitate them on future turns. modifier).
If you try to incapacitate them make an opposed roll of
your Grit(muscles) against their Grit(toughness) on your
next (or later) turns.

If you succeed they are knocked unconscious for ten


minutes. If you critically succeed they are knocked out
for one hour or killed (attackers choice which). If you fail
nothing happens and if you critically fail they escape the
pin.

It is possible for more than one character to try and


wrestle the same person. All the attackers should hold
actions and then attack the same target simultaneously.
All the characters who hit should then roll their
Grit(muscles) separately then take the highest of all their
rolls and add the tens value of every other characters roll Special Results
to it to get the total, which is compared against the DIFF The following are several special results than can occur
from the wrestled characters Grit(muscles). If the target to characters in combat, beyond just normal damage.
is pinned and any of the characters in the wrestle
subsequently leaves the wrestle the pinned character is Entangle
automatically freed. An entangled character can do nothing except use
actions to make DIFF 70 Grit(muscles) or
In the same way, if a group of characters has pinned one Speed(dexterity) roll. Once they have succeeded at the
character they can try to incapacitate them. Everyone roll they can act normally again.
rolls and the highest roll is taken and receives the team
work bonus. This total is then compared to the DIFF from Stunned
the targets Grit(toughness) to see if they killed or A Stunned character is Helpless and cannot move or
knocked unconscious. perform actions.
Mounted Combat The specifics of being stunned are up to the player or GM
A character who is on horseback uses their mounts but likely include a combination of being knocked prone,
movement rate rather than their own. blurred vision, ringing in the ears and general confusion.
In addition, if the rider has the Animal Handling skill
they have Advantage against opponents on the ground. Another character can use an action to make a DIFF 70
Healing(first aid) roll to help a stunned character, a
Improvised Weapons success negates the stun and the character can begin to
An improvised weapon is something which you pick up act normally again on their next turn.
and use to attack or defend yourself with, but which is
not specially designed as a weapon. Improvised weapons Knocked Down
are always Unreliable (so they break on a critically failed Anyone attacking a knocked down character in melee is
attack roll). Advantaged. A knocked down character attacking anyone
• A one-handed improvised weapon, such as a else is Disadvantaged.
tankard, rock, wooden branch or table leg, Getting up requires a full turn (it is treated as both
inflicts L damage. movement and action for the turn).
• A large improvised weapon, something which
needs two hands to wield such as a Pinned
sledgehammer or small boulder, inflicts M A pinned character is helpless and unable to do anything
damage. until the character who is pinning them releases them.

32
Shoot-outs Explosives
A shoot-out occurs when two or more characters face Lighting and throwing a stick of dynamite (or arming and
each other down. Normally, shoot-outs occur at Short throwing a grenade) is treated as a single action and the
range for the opposing characters weapons, and the dynamite detonates at the start of your next turn (in the
same weapons are used by all parties (normally sixguns). next round). If you choose to hold your turn the explosive
still goes off. A grenade detonates on impact.
The object of a shoot-out is to intimidate your opponent
into drawing first, then once they go for their gun draw A bottle of nitroglycerine doesn't need arming, it just
and shoot before they can finish their draw, then hit goes off when it hits the ground (or explodes in your
them with your first shot. hand if you critical fail the throw roll).

Shoot-outs use the normal combat rules with one If you need to throw an explosive to a specific spot make
difference. a Throwing(unbalanced) roll for a stick or bundle of
dynamite or a Throwing(balanced) roll for a grenade, the
Before combat begins each character in a Shoot-out DIFF depends on the size of the spot being aimed at. 30
begins by making a Will(guts) roll. The character with for a general area, 50 for a doorway or window or 70 for
the lowest roll is the one who goes for their gun first. a narrow slot. Maximum throwing distance depends on
your Grit(muscles):
This is very important because the person who goes for
their gun first is considered to be the aggressor in the Maximum Throw
eyes of the law and is likely to face murder, attempted (in yards)
murder or wounding charges if they win the shoot-out
(assuming there were witnesses). If you lose and survive Character doesn't have Grit 30
you may still face attempted murder charges, depending
Character has Grit 50
on the local legal situation, but in most of the Wild West
getting shot is deemed sufficient punishment for going Characters has Grit and muscles 70
for your gun first.
If you miss it lands a distance (in yards) away from the
intended point equal to the units value of the failed
Throwing roll. If the tens value was even it goes long
(past the target point) and if odd it goes short (nearer to
the thrower). If you critical fail the explosive drops at
your feet.

Explosive Weapons have a blast radius (in yards). When


an explosive goes off roll 2d10 for each person or
important object in that radius from the centre of the
explosion.
• If you are within half the blast radius multiply
the highest dice by the weapons blast radius to
determine the damage taken.
• If you are within the blast radius, but more than
half away, multiply the lowest dice by the
weapons blast radius to determine the damage
taken.
• If you're outside the blast radius you take no
damage.
Once you know who went for their gun first everyone • If you're actually in contact with the explosive
then makes Speed(initiative) rolls to determine initiative when it detonates the damage taken equals the
just like the start of a normal combat. This determines sum of the dice times the blast radius.
the order in which they act. For example, if you were near an exploding grenade with
a 10 yard blast radius roll 2d10. If you are at 5 yards or
The character who went for their gun first gets a +10 less distance multiply the highest dice by the blast radius
modifier on their initiative roll. (ten) and if are at 10 yards or less multiply the lowest
dice by ten. If you rolled 27 you would take 7x10=70
Combat then continues as normal. damage at 5 or less yards and 20 damage at 10 or less
yards. If you were actually in contact with the grenade
you would take (2+7)x10=90 damage. Beyond 10 yards
you would take no damage.

If you are lying down, partially sheltered from the centre


of the explosion or wearing at least one level of armour
(any kind) always use the lowest dice to determine
damage. If you are fully sheltered, such as by hard cover,
you take no damage.

33
Some example explosives include:
Modifiers may apply to the tactics rolls as follows:
Blast Radius
(in yards) Situation Modifier
Majority of soldiers on side are green -10
Handful of Black/Blasting Powder 5
Majority of soldiers on side are regulars +0
Hand Grenade, Stick of Dynamite or 10
4oz Bottle of Nitroglycerine Majority of soldiers on side are veterans +10
Majority of soldiers on side are elite +20
Bundle of Dynamite (Three Sticks) 20
Majority of soldiers on side are poorly -10
Cask of Black Powder 50 equipped
Ten Casks of Black Powder 100 Majority of soldiers on side are superbly +10
equipped
One Hundred Casks of Black Powder 400 Side has height advantage +10
Side in good cover +10
Tamped Charge Explosion
A tamped charge explosion is an explosion where the Side has good morale +10
explosive has been tamped to focus it's effects onto Side has poor morale -10
something. Anything in contact with the explosive takes Side has fire support +10
double damage but anything else takes half damage.
First round of an ambush (bonus goes to +30
ambushing side only)
Murder
You can attempt to kill or knock unconscious an In a land battle fire support comes from artillery (gatling
unsuspecting character with a single attack as long as guns, cannon, mortars and howitzers).
they are completely unaware of your presence and you
are not in combat. Retreat & Surrender
Make an attack with a DIFF 50 (70 if you are unarmed). Generally speaking a non-player character controlled
If you succeed you kill or KO them (your choice which). If force will attempt to retreat if they have taken half of
you fail you still hit them, but only for normal damage for their starting number as casualties. If they have lost ¾ of
the attack you were using. their starting force the retreat will turn into a rout. A
force that cannot retreat (because its routes of escape
Mass Combat are cut off) will surrender unless there is a very good
The following rules allow quick resolution of large scale reason not to.
combats without bogging game play down too much.
Mass combat is divided into a series of rounds. Characters in mass combat
Every time the characters sides leader rolls doubles on
Each mass combat round is ten minutes in duration. their Tactics roll an opportunity for individual heroism
arises. The GM should create a specific action for the
player characters to participate in, such as:
• In a boarding action, a player character might
come face to face with the enemy captain.
• During a land battle the player characters might
have to take an enemy gun position if their side
is winning, or hold off an enemy assault if their
side is losing.
Gatling Gun • Player characters might have to race to prevent
a vital bridge being destroyed.
At the start of each round the leaders of each side make This interlude is played out before the next mass combat
opposed Tactics(land) rolls (the sea speciality is used for round begins.
naval engagements).

The losing side takes casualties equal to one-tenth of the


number of troops on the winning side. If the winning side
wins with a roll of doubles or the losing side loses with
a roll of doubles double the casualties taken in that
round.

If both sides roll doubles the one who loses takes


quadruple casualties.

These “lost” troops are casualties. After the battle ends


the chief medical character on a side should make a DIFF
50 Healing(surgery) roll for each casualty. On a success
that casualty survives, on a failure they die.

34
Environment

"Away across the endless dead level of the


prairie a black speck appears against the sky ...
In a second or two it becomes a horse and rider
... and the flutter of the hooves comes faintly to
the ear -- another instant ... a man and horse
burst past our excited faces, and go winging
away like a belated fragment of a storm."
- The passing of a Pony Express Rider.

35
Introduction when first exposed to see if you catch the disease. If you
This section provides additional, more detailed, rules for do, make a second roll after one day has expired. If you
specific circumstances that characters might find fail again you will die one week later without a
themselves in. Healing(medicine) roll by yourself or someone else.
Doctors tools are needed to avoid a -20 to the
Healing(medicine) roll, although if a character can
Hazards improvise such tools (such as using hot towels and
The following are a variety of natural, or unnatural, poultices) the penalty is only -10.
hazards which characters may encounter in their travels.

Falling
A character who falls takes damage equal to the distance
fallen in feet. Armour gives no protection from falling,
although landing on a soft surface halves damage taken
(round down). The GM may allow a character a DIFF 50
Agility(tumble) roll to half the damage taken again.
A character undergoing a controlled fall, such as jumping
downwards, takes half damage (round down).
For example, if a character falls 20 feet they take 20
damage. If they jumped down 20 feet they would only
take 10 damage. If they also make a successful DIFF 50
Agility(tumble) roll they would take only 5 damage.

Suffocation
A character who is deprived of air must make a DIFF 50
Grit(wind) roll every minute. The first time they fail they
pass out unconscious, the second time they fail they die.
They must continue making rolls until they get air again.
For diseases, the modifier again reflects the lethality and
Toxins transmissability of the disease, factors which the GM will
Toxins include poisons and diseases. A character who is have to judge on a case by case basis.
exposed to a poison must make a Grit(constitution) roll. For example, the Black Death would be around DIFF 50,
The DIFF depends on the potency of the poison and the ebola virus around DIFF 80 and DIFF 5 for common
size of the dose, factors which the GM must judge on a influenza.
case by case basis. Some common diseases include:
For example, an Adder bite might be DIFF 40, whereas a • Cholera: Caught by eating or drinking cholera
deliberate poisoning attempt with hemlock might be
infected food or water (DIFF 60).
DIFF 100.
If they fail they will die one hour later if they do not • Rabbit Fever: Caught by eating or drinking
receive an antidote. A successful Healing(medicine) roll infected rabbit meat (DIFF 50).
by the poisoned character or someone else prevents • Texas Fever: Only effects cattle and is caught
death. The modifier to this roll equals the modifier of the through bites from infected ticks.
poison. A given character may make one attempt to heal,
if that fails they cannot try again. Another character may also try to save a diseased
Doctors tools are needed to avoid a -20 to the character with a DIFF 60 Healing roll. A success assist
Healing(medicine) roll, although if a character can the characters natural defences sufficiently to let them
improvise such tools (such as using hot towels and a fight off the infection and survive.
knife to try and draw the poison) the penalty is only -10.
Some common poisons include: Fatigue
• Rattlesnake venom: Enters through an open Fatigue results from exposure to inclement weather
wound (or being bitten by a rattler) and causes conditions (such as excessive heat or cold), hard physical
delirium within an hour or so and death within labour, starvation or just staying awake for extended
five or six hours (DIFF 50). periods.
• Bark Scorpion venom: The Bark scorpion is If you meet one of the following conditions (below) make
a DIFF 50 Grit(wind) roll.
the only scorpion in the US which can kill a
human (there are around 1500 species of • After a night without a good eight hours sleep.
scorpion worldwide and only 25 can kill a • After a day spent outdoors in inclement
human). Bark scorpion venom is much like conditions without proper protection (such as
rattler venom but causes death inside an hour winter clothing in the cold, or desert clothing in
and has a DIFF of 40. the heat).
• Cyanide: Cyanide is swallowed or inhaled (as a • After a day spent without food.
gas) and causes convulsions, foaming at the • After an hour of hard physical labour
mouth and then death in minutes (DIFF 90). If you fail, you become Fatigued and are at -10 to all rolls
• Ether: Ether is not a poison, instead it causes until you get a good nights sleep and a proper meal. If
unconscious within seconds of being inhaled you are already Fatigued and fail again, or get a Critical
(DIFF 70). Someone who fails their roll is Failure on your first roll, you collapse from exhaustion
knocked out cold for several hours. and are incapacitated for eight hours.
In the case of a disease, make a Grit(constitution) roll

36
Fear Situations
When a character receives a sudden shock or is exposed This section covers a variety of common, or not so
to some horrifying event they must make a DIFF 50 common, situations which characters might find
Will(guts) roll to keep their nerve. themselves facing.
• If they succeed they are able to maintain their Languages
poise and act normally. A character is automatically fluent in their native
• A failed roll means they must flee the cause of language and English (unless they take the “Poor
the roll or stand helplessly (their choice which), English” Flaw).
but they may make a new roll at the start of
each subsequent round to regain control. To speak additional languages take the Languages Skill,
• If a character critically succeeds on such a roll which gives you some basic ability in other languages
they have become immune to whatever caused common to the campaign area, enough to get by with,
that roll and no longer have to make Will(guts) but inadequate for complex conversations (this includes
rolls when confronted with similar basic sign language) and additional fluency specialities to
circumstances. be fluent in other languages. The following languages are
• If a character critically fails such a roll they lose common in a western game:
a Drama point permanently.
• English
The GM may increase or reduce the DIFF depending on • Spanish
the circumstances, such as reducing it to 30 for a less • French
horrifying event or increasing it to DIFF 70 for a really • Chinese
mind blowing one.
• German
Burning • Indian Dialects (one for each tribe)
If a character is burning roll d100 at the start of each
round for the damage they take. The damage code for
the roll depends on the nature of the fire:

Damage Examples
Code
L Low temperature flames (boiling water,
molten lead or wood fire)
M Medium temperature (napalm or molten
iron) or moderate acid
H High temperature (white phosphorus, lava)
or strong acid

Armour steps damage down one step but is destroyed


after one round if the damage code is M or H.

Drugs and Alcohol


Drugs and alcohol are measured in terms of drinks. A
drink is a shot of spirits, a glass of wine or a pint of lager Sign Language
or beer.
Make a Grit(constitution) roll after each drink. The DIFF
Rodeo Riding
for the first roll in a given scene (such as night in the
Rodeo riding is a common past time for cowboys and
saloon) is 5, the second is 10, the third 15 and so on.
involves riding bucking horses or bulls. The contestants
If you fail you are drunk and at -10 to all rolls until you
in a rodeo should all make Animal Handling(riding) rolls
sober up (which can be assumed to happen by the start
with the best roll winning the contest. Characters who
of the next scene).
draw re-roll until one wins (representing multiple rounds
If you critically fail or fail when you are already drunk,
of competition).
you pass out and are incapacitated for eight hours (in the
case of a critical failure you also vomit everywhere).
Encumbrance
Recreational drugs can be handled in much the same
GGSL doesn't bother with complex rules to manage
way, with one dose equalling one or more drinks.
Encumbrance and carried loads. Instead, the GM should
A line of cocaine is about one drink, single spliff of
use the following rules of thumb to determine if a
marijuana or cannabis is worth two drinks, a shot of
character is Encumbered or not.
heroin around five drinks and a swig of laudanum around
three drinks.
• If you can stow everything you are carrying
For example, if you swigged some laudanum you would about yourself in such a way as have your hands
immediately have to make a DIFF 15 roll. A second swig free and not to impede movement, you are not
would be DIFF 30 and so on. Encumbered.
• If you can't do the above, you are Encumbered.

37
An Encumbered character cannot swim or climb and has Engines and Turret. The Hull would have the highest TR,
their maximum movement rate halved. followed by the Engines then Turret. If you knocked out
the Hull the ship would sink. If you knocked out the
Fore example, a character wearing a pistol on a gunbelt, Engines the ship would be immobile. If you knocked out
slung rifle and backpack isn't Encumbered. If they were the turret it couldn't fire anymore.
carrying a saddle as well they would be Encumbered.
Common Objects
Disguise The following list is by no means exclusive, it is intended
A character must make a successful Influence(disguise) to give you some idea of the TR scores for various
roll to disguise themselves. If the character does not common objects.
have a disguise kit this roll is at -20. Other character
need to make a successful Perception(human) roll and Object TR
roll higher than the Disguised characters original roll to Light door 4
see through the disguise. Medium door 7
For example, a character rolls 45 on their
Influence(disguise) roll. Anyone encountering them must Heavy door 15
make a successful Perception(human) roll with a DIFF of Very Heavy door 20
45 to see through the disguise. Light locked chest 10
Medium locked chest 20
Empty barrel 10
Full barrel 20
Heavy locked chest 40
Very Heavy locked chest 80
Wattle wall 4
Wattle and daub wall 6
Wooden plank wall 14
Brick or Log wall 120
Oak or Stone wall 170
1” of soft wood 9
1” of brick or medium wood 34
1” of soft stone or hard wood (such as oak) 42
1” of concrete 50
Breaking things 1” of granite or iron 100
All objects are given a Toughness Rating (TR) which 1” of mild steel 170
reflects their inherent toughness and resistance to 1” of Earth 5
damage.
When an object takes damage, compare it's TR to that Repairing things
damage. Broken objects can be repaired with successful DIFF 50
Note that this is just the damage from the single event. Smithing or Crafting rolls. Each attempt to repair a
Objects do not take wounds like characters, they are broken object or vehicle takes a number of hours equal
either broken or unbroken. to the square root of it's TR, rounded down to a minimum
• If the damage is greater than or equal to the TR, of one.
the object is broken. For example, each attempt to repair a TR 10 door takes
• If the damage is lower the object remains three hours. The square root of 10 is 3.1, which rounds
unbroken. down to three.
• If the damage is twice or more the TR the object
is destroyed, and cannot be repaired. The table below endeavours to summarise the Skill roll
required to fix a given type of object and the tools
In the case of a door, breaking it forces it open. In the needed for the task. More information on the tools can be
case of a wall or barrier, breaking it just punches an found in the Money and Equipment section of the rules.
appropriate sized hole through it (e.g. An axe would hack
an axe head sized hole in it). Material Skill(speciality) Tools
Explosive devices are more effective against barriers. Metal item Smithing(blacksmithing) Smiths
Being broken by an explosive device blows a good sized Gun Smithing(gunsmithing) Gunsmiths
hole through the object, large enough for characters to
Cloth or Crafting(tailoring) Tailors
crawl or shuffle through.
Leather item
Very Large Objects Wood Crafting(carpentry) Carpenters
Very large objects, such as buildings and ships, are Stone Crafting(masonry) Masons
usually broken down into several sections. Each section Ceramics Crafting(pottery) Potters
has it's own TR and is treated independently of the other
sections. Clockworks or Smithing(artifice) Artificers
For example, an ironclad ship might be divided into Hull, Locks tools

38
Where an object is made of more than one material (such Using Influence
as an axe with a wooden handle) make a separate roll to To sway another characters opinion in a direction of your
repair each kind of material. choice make a roll of your Influence against your
If an object has no TR each repair attempt takes one “targets” Will roll. The relevant speciality for Influence
hour. depends on the method used (seduction, persuasion or
intimidation). For the Will roll, use Will(nerve) against
Armoured Vehicles seduction or persuasion, and Will(guts) against
Armoured vehicles usually have different TR's for intimidation.
different facings. Attacks from the front use the full TR.
Attacks from the sides use ¾ the TR and attacks from the The GM may apply modifiers to the influencing
top, bottom or back use ½ the TR. When trying to repair characters roll to reflect circumstances. Modifiers should
such a vehicle the time needed is based on it's full TR. generally be no more than +/-30.
For example, it's a lot easier to intimidate someone when
you have a gun levelled at them.

Non-player characters (NPC's) opinion of a player


character always starts at one of the following levels:

• Hostile (worst): The NPC doesn't like you at all


and will do their best to get in your way and
disrupt your plans.
• Unhelpful: The NPC will only help you if there
is some significant advantage to themselves.
• Neutral: The NPC neither likes nor dislikes you
and will assist you for a reasonable reward, but
probably won't undertake dangerous tasks on
your behalf.
• Helpful: The NPC likes you and will assist you,
doing simple things for free and requiring a
reasonable reward for more complex or
dangerous things.
• Friendly (best): The NPC is anxious to help you
Losing Extremities
If a character loses an extremity they automatically take and requires little or no reward to do so.
a wound of a certain value as follows, and the listed
effect for the appropriate extremity from the amputation A normal success shifts their attitude towards you up or
complication. down one level (players choice which). A critically
successful roll shifts it up or down two levels. A failure
• Finger or toe: 40pt wound
doesn't change it and a critical failure shifts it one
• Hand or Foot: 60pt wound direction in the way opposite to what you wanted.
• Arm or Leg: 80pt wound
It's important to note that Influence is not “mind
Evaluation control”. A successful roll does not resulting slavish
To determine an items value and provenance make an obedience to your whims, it just shifts the targets opinion
appropriate Skill roll. For non-metal goods Crafting is in a direction of your choosing.
appropriate, for metal goods use Smithing and for
historical artifacts use Humanities(history). If you need to randomly set an NPC's attitude roll one
dice.
Opening Locks Dice Attitude Dice Attitude
Picking a lock or disarming a mechanical trap requires a
Smithing(artifice) roll and a lockpick kit. If you do not 1 Hostile 4-7 Neutral
have such a kit take a -20 on the roll (this can be reduced
2-3 Unhelpful 8-9 Helpful
to -10 if you can improvise tools from stiff wires, for
example). The modifier to the roll depends on the quality 0 Friendly
of the lock.
Influence rolls should never be a substitute for role-
Lock Quality DIFF playing, but they should effect how you roleplay.
Poor Quality lock 30
For example, Salacious Sally needs to persuade a land
Normal Quality lock 50 agent to give her some information and decides to flirt
with him. The GM rules that the agent starts off Neutral
Good Quality lock 70 towards her. She rolls her Influence(seduction) against
his Will(nerve) and gets a success, shifting his attitude to
A critical failure means you have broken a tool off in the Helpful. The agent can't be helpful enough to such a
lock. You need a new lockpick kit and the lock is purty Lady.
unusable, permanently jammed.

39
Sneaking About Climbing
To sneak past someone without being detected make a To climb something which is vertical, near vertical or
Stealth(relevant speciality) roll against their overhanging make an Athletics(climbing) roll. One roll is
Perception(relevant speciality). If you win you have sufficient to get up the climb if you succeed. You don't
managed to sneak past. need to roll to get up an inclined slope or similar
scramble.
If you have plenty of cover (such as shadows, darkness,
buildings or foliage) the GM may give you a +10 or more If you fail you can't make the climb, but do manage to
modifier on your Stealth roll, or a -10 or more modifier if climb down safely. A critical success means you make the
you are trying to sneak past someone in the open, climb skilfully and very quickly. A critical failure means
without cover and so on. you fall and take damage equal to the roll if you are not
using ropes or other safety equipment. If you are using
Poker ropes etc.. you are unhurt.
Each round of poker consists of each player in the game For example, if you critically failed a climb with a roll of
making a secret Gaming(cards) roll (don't show anyone 44, you would take 44 damage.
else what you rolled) then players take it in turns to
place bets or drop out. To “stay in” you have to match The DIFF depends on various factors as follows:
the previous players bet or better it.
DIFF
Once everyone has stopped raising or has dropped out
Climb is Long or Sheer or Overhanging 30
everyone who is still in then rolls a second time and adds
the new roll onto the first roll, then all players reveal Climb is any two of the above (such as Long and 50
their totals. Sheer)

The character with the highest total wins. In the case of Climb is Long, Sheer and Overhanging 70
a draw, the money stays in the pot and another round is
played, continuing in this way until someone wins. If the weather is wet and/or windy increase the DIFF by
twenty.

Sheer means that the climb has few holds. Overhanging


means that it overhangs (in parts or all) and Long
generally means that it is more than thirty yards in
height.

Swimming
GGSL assumes that all characters can swim sufficiently
to keep their head above water in calm conditions. For
more difficult conditions an Athletics(swimming) roll
should be made.

A success indicates that you have managed to stay afloat


or swim across a stretch of water to your destination. A
failure means you fail but are able to get back to the
shore you started from. A critical success means you
swim across quickly and skilfully and a critical failure
means that you drown unless someone can fish you out.

The DIFF depends on the conditions:


Playin` poker
DIFF
Jumping Swim is Long or Cold or Turbulent 30
To jump any significant distance make an
Athletics(jumping) roll. The DIFF is equal to the number Climb is any two of the above (such as Long and 50
of yards you are trying to cover horizontally or the Cold)
number of feet you are trying to jump up vertically, Climb is Long, Cold and Turbulent 70
above your own reach (for the sake of simplicity, assume
all people can reach up to 7ft above the ground).
For example, to jump across a 4 yard gap you need to Hunting and Foraging
make a DIFF 40 Athletics(jumping) roll. To jump up and Hunting is a popular past time of the upper classes and is
grab the top of a 10ft wall you need to make a DIFF 30 also a good way of supplementing ships rations when you
Athletics(jumping) roll. are moored near land. Foraging is much like hunting,
only you are looking for edible plantlife rather than
hunting wildlife for meat.

A character who is hunting and foraging gets a DIFF 50


Survival roll every hour. A success finds enough food to
feed one person for one day. A critical success finds
enough food to feed ten people for a day.

40
Tracking
Following tracks to their end requires a
Perception(relevant speciality) vs. Stealth(relevant
speciality) roll, the Stealth being that of the person who
made the tracks (if you are tracking a group use a DIFF
based on the ability of the worst person in the group).

Modifiers to the roll, if any, depend on the terrain you


are tracking across, from -10 to follow a fresh track
through soft earth to -90 to follow an old track over rock
washed recently by rain.

41
The Wild West- 1876

“Starting out ahead of the team and my men


folks, when I thought I had gone beyond hearing
distance, I would throw myself down on the
unfriendly desert and give way like a child to
sobs and tears, wishing myself back home with
my friends.”
-A young woman on the trail West in 1860.

42
The State of the Union incorporates the eastern edge of the Great Plains (an
The year is 1876, the centennial year (one hundred years area of flat grasslands), the Rocky Mountains and the
since the war of independence) and the Wild West is Great Basin and Southwest desert to its West (areas of
frontier territory with settlers from the east of the cold, dry desert).
country rapidly moving westwards, colonising the land. In 1876 the country has largely recovered from the
immediate aftermath of the Civil War and a wave of
Major Events of 1876 settlers are moving to the west, resulting in significant
1876 was, historically, a pretty eventful year. The conflicts with the Indian populations.
following list of major events is by no means exclusive
but may give you, the GM, some ideas to use in your own The Great Plains
games. An area of semi-arid grassland which stretches 500 miles
• Sioux and Cheyenne refuse to move to Great wide from the foot of the Rockies to the Central
Sioux Reservation in South Dakota and US Lowlands to the East. The mountains of Montana and the
Government declares war on them. Black Hills of South Dakota stand 1500-2000ft above the
• Lakota, Cheyenne and Arapaho under Sitting plain and the Missouri, Arkansas, Red and other rivers
cut broad shallow valleys with steep valleys through the
Bull defeat Custer in Montana at the Little Big
otherwise flat landscape. High winds and sudden
Horn in June.
changes in temperature are common, along with cold
• Sioux and Cheyenne under Crazy House defeat winters and high summers. Most of the annual 20” of
General George Crook in Montana at Rosebud rain falls in the Spring, with severe thunderstorms and
Creek in June. powerful winds common in the Summer months. Warm,
• Dodge City, Kansas, is a booming cattle town dry Chinook winds soften the winter near the Black Hills
and one of the most lawless places in the West. and the Rocky Mountain foothills.
The legendary lawman Wyatt Earp arrives in The Wyoming basin forms a peninsula which reaches
Dodge City in May. westward from the great plains through the Rockies to
• Deadwood is at the centre of the Black Hills connect up to the northernmost reaches of the Great
gold rush in South Dakota. The Government has Basin.
ignored its treaty commitments to the native
Indian population, who's land the Black Hills lie The Rocky Mountains
in and war has broken out with Indians The Rockies follow the line of the continental divide,
attacking the prospectors and other immigrants North-South. Most of the Rockies are 11000ft alpine
to the area, whilst fighting the army at the same meadows with scattered peaks standing like low hills
time. amongst the high meadows. Temperatures vary from
• Wild Bill Hickock shot in the Deadwood saloon around 19 to 90 degrees fahrenheit and rainfall is
typically between 10” and 40” per year. Late spring
in August.
brings heavy rains, summer brings storms and hailstones
• Colorado becomes the 38th state in August. and winter brings severe blizzards and wind storms.
• Rutherford Birchard Hayes is elected as the
President of the United States in November.
• The slaughter of the buffalo herd in the
southern part of the Great Plains continues with
a vengeance.

The West
The West is the most geographically diverse region of the
United States of America and its largest region, and can
comprise more than half the land area of the United
States, depending on how it is defined. This diversity
includes a number of the geographic regions, including;
the Pacific coast and temperate rainforests of the North
West (Oregon and Washington states), the Rocky
Mountains which follow the continental divide, all of the
Great Plains, most of the tall-grass prairie and the
western Ozark plateau, the western portions of the
southern forests, the Gulf Coast, and all of the desert
areas located in the United States (the Mojave, Sonara,
Great Basin and Chihuahua deserts).
The Great Basin and South west Desert
Dodge City, Kansas, is a booming The Great basin lies to the West of the Rockies and
stretches to the Sierra Nevada mountains in the West.
cattle town and one of the most This inhospitable landscape receives around 6” of rain
lawless places in the West per year and temperatures vary from 24 to 90 fahrenheit
through the year. Day/Night temperature is commonly
quite extreme, swinging from boiling hot days to freezing
The Wild West nights. The Great Basin is cut by North-South ranges,
GGSL focusses on the territories of Montana, Idaho, separated by deep flat valleys with an abundance of salt
Wyoming, Utah, Colorado, Arizona, New Mexico, Dakota, pans and saline lakes.
Nebraska, Kansas, Nevada and Oklahoma in 1876. This The South west desert is actually the Colorado plateau,

43
an area of high desert much like the Great basin but Small Town
marked by great mesa's, buttes and canyons carved into • Newspaper: Usually the first thing put in place
the coloured rock (the Grand Canyon is found in this by a prospective town founder is a newspaper
area). which can sing the towns praises and attract
incomers and bring more investment in.
• Telegraph Office: A telegraph office, if the
town lies on the railway.
• Railway station: A railway station, if the town
lies on the railway.
• Boot Hill: The towns cemetery, usually some
distance outside the town itself.
• Hotel: A hotel, offering rooms, a bar and dining
facilities.
• Saloon: A saloon is much like a hotel, but tends
to focus more on drinking and gambling than
the hire of rooms. As a good rule of thumb a
town or city will have one saloon or hotel for
Hunters every fifty inhabitants.
• General Store: A general store provides all the
various goods needed by people living on the
Towns frontier. Most stores also carry catalogues
First and foremost a town has to have a reason to exist. which enable individuals to order fancy goods
In the west there are eight main reasons for a town to from back-east. The General storekeeper in a
form; Cattle, Mines, Timber, Coaching Station, Rail military post is known as a “sutler” and pays a
roads, Buffalo, Farming or Water. fee to the military to act as the sole supplier to
• Cattle: The town is the hub of an area of cattle the troops stationed at the post.
ranching, acting as a central market and • General Craftsmen (Carpenters,
resource for the various ranches around it. Blacksmiths, Coopers etc..): A range of
• Mining: The towns economy is based around skilled individuals who set up shop to meet local
mining and it's related industry. It provides demand.
supplies and facilities for workers, miners, and • Schoolhouse: A schoolhouse for the education
acts as a trading centre for the materials being of the young un`s.
mined. • Doctor: Most settlements have one or more
• Timber: The towns economy is based on the doctors. Bear in mind that there are no such
felling and logging of timber. Like a mining things as “illegal” drugs in 1876. Drugs such as
town, it provides supplies and facilities for the laudanum can be purchased freely from general
workers and industries involved in this activity. storekeepers.
• Rail roads: The town is built around a station
on the railway. Large Town, City or Large City
• Coaching Station: The town (which may just • Assaying Office: A state assaying office values
be a handful of people) is a stagecoach station. and buys gold and minerals from prospectors at
standard rates.
• Buffalo: The town is a base of operations for
buffalo hunters.
• Specialist Craftsmen (gunsmiths,
watchmakers): Specialist craftsmen tend to
• Farming: Farming towns are found in areas of
only be found in larger towns and cities.
extensive arable farming. They act as trade
centres for crops and supply farmers with their
• Bank: Banks are common when significant
needs. amounts of money are passing through the
town.
• Water: The town is a watering hole. Such towns
usually appear along dry routes across country.
• Courthouse and Jail: Typically, only towns
who are vying for the status of county seat
Wild West towns vary in size tremendously but all tend to bother putting up a courthouse and jail.
share some general features. For game purposes, • Land Office: The land office is a state office
settlements can be divided into four size categories: where individuals register land claims.
• Land Attorney: Most settlements have one or
• Town: Less than 200 inhabitants. more land attorneys. These are lawyers who
• Large Town: Less than 500 inhabitants. specialise in land related laws.
• City: Less than 2000 inhabitants. • Lawyer: Most settlements have a general
lawyer who deals with contract law, civil cases
• Large City: More than 2000 inhabitants.
and possibly also acts as the defence in criminal
cases.
The facilities below are listed in order of the town size
needed to support them, normally at least, so a town with
a Hotel almost certainly has a boot hill and newspaper as
well.

44
Ghost Towns rifle near him at all times.
A Ghost town is a town which fails to develop sufficiently Most farm work is muscle powered still, although
to survive the loss of whatever it was based on originally. portable steam engines are starting to appear on larger
The most common type of ghost towns are abandoned farms, which enable more land to be cultivated and
mining towns.. when the mines play out there is no reducing the man-power needed for harvesting.
reason to stay any more. A ghost town has all the As the farms in an area grow so do the local towns and
amenities of a town or city, but no one lives there, it's the range of non-agricultural jobs for men, along with the
just standing empty. development of new businesses.

Life on the Frontier


In 1876 the Wild West is still the home of adventurers,
trappers, traders, soldiers, hunters, gamblers and
cowboys, people seeking opportunity outside of the
confines of eastern society,
Most work for their own individual advantage with little
thought for others and for recreation, they booze and
brawl, often over the few women who ventured into such
an environment. Human life is generally very cheap and
young men, especially, are lured by the rough and
tumble life of the frontier where they can could "sow wild
oats" with virtually no restraint.
This is slowly being tempered by the increasing numbers
of settlers and homesteaders. These folks have travelled
to the west to start new lives and built healthy
communities for themselves, a long term undertaking.
They are gradually replacing the frontiersmen with men
taking on the roles of community leaders and The Military Life
breadwinners for their families. Another major change is A string of forts have been built across the west. For
that the recreational choices of such settlers tend to be recruits stationed at these outposts, their daily routine
more cultured and urbane, unlike the wild partying of the often does not meet their expectations of military life and
frontiersmen. most of their time is spent doing manual labour with an
Missionaries work to civilize the frontier by introducing occasional scouting trip, patrol, or campaign. Many
social institutions such as churches and schools, never see combat. On the other hand, in some areas,
although their efforts have only a minimal impact on such as Dakota, Montana and Wyoming, things can get
whites, missionaries still have an effect on the frontier by pretty exciting with regular Indian raids occurring.
preaching Christian values and by reducing the flow of The military did not, initially expect to occupy most
liquor that reaches the Indians. frontier forts permanently. This resulted in inadequate
funding for their construction and the military also
Human life is generally very cheap required that all construction be done by the troops.
Conditions at many of these forts are so bad that General
Sherman commented in 1874: "Some of what are called
Homesteading military posts are mere collections of huts made of logs,
Few people settle on the great plains. The plains are adobes, or mere holes in the ground, and are about as
arid, cold in winter and hot in summer, an environment much forts as prairie dog villages might be called forts."
not really suitable for farming and agriculture. Prior to Forts, according to military regulations, are constructed
1870 most settlers were just passing through the plains of readily available materials. Living conditions are still
on their way to the west coast but the combination of the crowded and uncomfortable though.
rail road and the period 1870 to the late 1880's being Officers always fare better than their troops with living
unusually wet, resulted in around two million settlers quarters, with the amount of living space awarded
stopping and trying to eke a living on the plains. These commensurate to their rank. Many officers share this
homesteaders built sodhomes (so called because they space with their wives and families, a luxury few enlisted
used sods from the ground to roof timber walled men can afford.
buildings), planted crops and raised livestock and
families.
Some men arrived alone to stake their claim and build a Some of what are called military
house before sending for their families, whilst others just
upped stakes from the east and moved lock, stock and
posts are mere collections of huts
barrel to the west to start a new life. made of logs, adobes, or mere holes
To supplement their farm income during the early years
or lean times, men often work for others breaking sod,
in the ground, and are about as much
ploughing fields, digging wells, or hauling freight, forts as prairie dog villages might be
generally making around $7.00 a day and receiving
maybe $3 a day for “easy” work such as accompanying a
called forts
freighting trip.
It is important to note that life is still hard and often Drinking and gambling are standard diversions for many
dangerous on the frontier. There are no shortage of military men stationed on the frontier but penalties for
rampaging Indians and bandits who regularly attack and drunkenness or other infractions of military code are
pillage small settlements, so a man is wise to keep his delivered swiftly and severely. Although prohibited by

45
regulation, a few common forms of punishment are dice, buttons, and bone china dishes.
confinement in a sweat box, marching to exhaustion
while carrying a heavy load, and suspension by thumbs, Mining
wrist, or arms. Mining is the extraction of valuable minerals from the
While much about camp life is harsh, it is not void of ground. Of particular interest to player characters will be
entertainment. Holidays and special occasions, such as a the opportunity to mine for precious metals such as gold,
visiting general, result in a festive celebration. Formal silver and, to a lesser extent, copper. There are four
dinners, balls, and theatrical productions are not types of mining:
unknown on the frontier and horse racing, baseball, and • Placer: Where raw minerals are deposited in
other athletic competitions are also favourite pastimes of sand or gravel at the surface they can just be
the troops. lifted away, either by physically sifting the sand
The post trader supplied troops with those items not or panning and sluicing water flowing through
provided by the military, including liquor. the deposits. This is referred to as Placer mining
and is the type of mining most commonly
Missionaries associated with the early gold and silver rushes
Early in the 19th century missionaries from several where thousands of miners stake out claims on
Christian denominations began to establish permanent rivers in gold or silver rich regions and pan the
stations in the west (called missions), aimed at serving water for the grains of the precious metals.
the Indian tribes that had been resettled from areas • Hydraulic: Hydraulic mining is typically
farther east. required once placer deposits have panned out
Life is hard at the missions. Many of the Indians resist and is a capital intensive operation. Basically,
the missionaries' efforts to teach them white culture, higher pressure water jets are used to blast
whether religious or secular, often resulting the death of away the sedimentary layers which the metals
missionaries in various unpleasant ways. This is lie in and the metals extracted from the
compounded by whites selling the Indians liquor and resulting run off. Hydraulic mining is
stealing their property, which undermines the tremendously destructive to the environment.
missionaries' attempts to improve the lot of the Indians.
• Hard rock: Hard rock mining involves digging
Financial support from the eastern missionary societies
down into hard rock deposits for veins of
is often meagre and irregular, and living conditions on
precious metals and is the type of mining
the frontier are primitive at best. Fortunately for the
associated with the classic “gold mine”, an
male missionaries, they usually have wives who share
underground network of tunnels which follow
their burdens and help make their situation more
the veins of metal. A hardrock mine consists of
bearable.
tunnels and shafts, shafts are roughly vertical
and tunnels are roughly horizontal, running off
The Buffalo
from shafts.
With the arrival of the rail road in the early 1870s the
buffalo trade has expanded to enormous sizes, with • Open pit: Rarely used. Open pit mining involves
thousands of young men became involved in the buffalo digging a huge pit in the ground to get at the
slaughter. minerals and is the preserve of huge
Buffalo exist in such vast numbers that hunters can kill corporations.
hundreds in a matter of days and thousands in a matter What comes out of the ground is a metal ore. This ore is
of months. Buffalo hunter Frank Mayer commented: "We then pulverised and the precious metal extracted and
never killed all the buff we could, but only as many as sold on.
our skinners could handle. Every outfit had its quota,
which was determined by the ambition and the number
of skinners. My regular quota was twenty-five a day, but
on days when my crew weren't tired, I sometimes would
run this up to 50 or even 60. But there I stopped, no
matter how plentiful the buff were. Killing more than we
could use would waste buff, which wasn't important; it
also would waste ammunition, which was."

Buffalo exist in such vast numbers


that hunters can kill hundreds in a
matter of days and thousands in a
matter of months
Dodge City, Kansas is a major shipping point for buffalo
meat and hides. In the first 3 months of 1872, over
Player Characters and Mining
43,000 buffalo hides and nearly 1.5 million pounds of
Mining areas present a whole range of opportunities for
meat were shipped to the East on the Santa Fe Rail road
player characters to get involved in. Characters may wish
Buffalo are also killed in great numbers for sport.
to join in with the mining, trying to find a fortune, or they
Another industry has come from the slaughter of buffalo,
may get involved in the provision of services to the
that of the Bone Pickers. Bone pickers are paid $4 to $6 a
miners.. a very lucrative endeavour in itself. Mining
ton for the dried buffalo bones which are then shipped
areas tend to be very lawless places and there is also
east to be used in the manufacture of fertilizer, combs,

46
work for a good gunhand, either to protect the miners
from ruthless robber barons and bandits, or to work for Cattle Drives
such barons and bandits in shaking down the miners or A typical drive has around 2500 cattle and eight to
stealing their claims. twelve cowboys overseeing it. It makes around ten to
twelve miles a day and takes around thirty days to move
Range Wars the herd north from Texas to the railheads which lead
Range wars are small scale conflicts fought over the back east. A cowboy can expect to earn around $30.00 a
ownership of land and resources. Most range wars are month.
between private citizens and the reasons vary, including: At night two cowboys circle the herd, slowly riding in
• Wars over mineral rights opposite directions, to keep the herd in place, often
• Wars over water rights singing as they do so as the sound calms the cattle down.
On round ups and trail drives, cowboys sleep outdoors
• Wars over grazing rights (ranchers vs. free
for weeks at a time. Their bedroll often consists of a pair
grazers or cattle ranchers vs. sheep herders)
of blankets rolled in a piece of oiled, waterproof canvass.
• Wars over agricultural rights (ranchers vs. Inside his bedroll, a cowboy keeps extra clothes, letters,
farmsteaders) and other personal items. The bedroll is the cowboy's
Wars are also often fought between criminal groups and personal bedroom on the prairie.
other criminal groups, law abiding citizens or the law. At night the cowboys tell stories around the camp-fire or
These are not really “range wars”, but they are about listen to fiddle or harmonica music. Wake up time is
control, with the criminals wishing to gain control of the often four o'clock in the morning (just before sunrise)
community and its resources. and each morning the cowboy has to make his bed and
load it on the chuck wagon, or the cook might leave it
behind. The chuck wagon moves ahead of the herd to the
night's camp.

Trail Food
Meals for the cowboys came twice a day, once before
dawn and again after dark. The men often say they have
two suppers. Cowboys eat a lot of beans, biscuits, rice,
dried fruit, and beef but almost no fresh vegetables,
eggs, or milk (mainly because these latter food stuffs
tend to spoil on the trail, being hard to preserve).

The Law
On the whole, the west is a lawless place, mainly due to
inadequate enforcement of the official frontier court
system. Some local peace officers are capable of
handling most problems but in some areas county
Indian Wars sheriffs or Federal Marshalls are needed to bring
By 1876 many of the great plains tribes have signed fugitives to bay. Even if a fugitive is bought to court,
agreements with the US Government to move onto some have powerful patrons who intimidate local juries,
reservations. In practise, military force continues to be judges and prosecutors into acquitting them of their
used to force these agreements into practise, with US crimes. In such cases it takes a Federal judge or honest
Army units fighting against Indian war bands who do not circuit judge to make things stick.
wish to move onto the reservations. The four major The usual procedure is for a fugitive to be jailed once
Indian wars, in the Wild West, of the period were: caught, or chained to a tree or in the livery stable if no
• Comanches 1867-1875 jail is present. The prisoner is either held in this way
• Apaches 1873 until a circuit court judge passes through, when they are
• Lakota, Cheyenne, Arapaho and Sioux 1876- tried, or is taken to the nearest courthouse for trial.
1877 When the law is not effective the local citizenry often
By 1876 the Comanche and Apache wars had finished, resorts to vigilante justice, with a mob trying and
barring the occasional minor skirmish, but the Lakota, punishing the miscreant (usually by hanging or shooting
Cheyenne, Arapaho and Sioux war was in full swing, them). Sometimes vigilante justice is actually quite fair,
involving such notable battles as the Little Big Horn and other times it is just a baying mob out for blood.
Rosebud Creek. This war took in the Dakota, Wyoming The local law often co-opts citizens as deputies and/or
and Montana territories, including the Black Hills area. forms a posse to go after a known fugitive to bring them
back. Civil claims are dealt with by circuit judges or at
Ranching the county courthouse in the same way.
Ranching is one of the main businesses of the west, with
huge cattle ranches spreading over vast acreages. Over Trials
five million cattle roam the great plains in 1876. Generally speaking, if a character gets into a trial
Cattle are rounded up in the autumn (and unbranded situation the trial should be role-played out. A trial is a
ones branded) then in the spring the cowboys cut out the great opportunity to role-play and a creative GM can
cows ready for market and drive them to the nearest rail come up with all sorts of hooks to play from it. These
road town, often hundreds of miles away. There the might include investigating the alleged crime, unearthing
cattle were sold to eastern buyers and the cowboys evidence, building case and then finally presenting the
enjoyed a brief period of relaxation before returning evidence and arguing the points of case, after which the
home to begin the routine of another year. GM makes a judgement, which can then lead to attempts

47
to escape and so on if it goes the wrong way. A passenger can typically take about 50lbs of luggage
with them, any more entails an additional charge.
Bounty Hunters Passengers should be wary when getting off a coach, as
It is common practise for authorities to post bounties for thieves and varmints often hang around coach stations,
the capture of wanted felons. Most bounties stipulate preying on unwary travellers.
their return alive, although some may pay for a dead
felon, albeit at a lower rate. Normally, felons (or their
dead bodies) must be returned to the county jail to claim
the reward on them. Some example values for bounties
are:
• Bank robber $100.00-1000.00
• Stagecoach robber $50.00-100.00
• Train robber $100.00-500.00
These increase with the targets notoriety (Frank James
carried a bounty of $15,000.00 in 1876).

Travel
There are various ways of getting` around in the West
and they are discussed below.

The Rail roads


A railway train typically averages 30 miles per hour, day
and night.

Stagecoach
Stagecoaches typically make around sixty miles a day in
good terrain (open prairie). In mountainous, swampy or
badland areas speeds can drop as low as twenty miles a
day though.
A stagecoach typically holds 12-15 people (although
some held as many as 35), with 6-9 inside the cab, 3
(driver, messenger and passenger) on the box and three
more on the roof. Stagecoach stations are located every
ten to fifteen miles along a route. When the coach pulls
in the team is unhitched and fresh horses put on.
A typical station employs an agent (who meets and
greets the passengers and takes care of their needs
whilst also accepting books and the like), horse tenders
(who unhitch and hitch the horses and take care of their
feeding and watering) and livery boys (young boys who
help the horse tenders). In larger stations blacksmiths
and carpenters may be employed by the stagecoach line Riding
to effect repairs, shoe horses and so on. In addition, all A character on horseback can make about 50 miles per
these people will often have families with them, so a day (riding at 5mph for ten hours) but this is quite fast
station becomes a small settlement in it's own right. and, more often, mounted groups will travel around
Stagecoach travellers should expect to get dusty, dirty twenty to twenty five miles per day. A horse can make
and wrinkled, so should dress accordingly. In addition, around eighty miles in a day at a push but the next day it
men should be prepared to help drag the wagon out of must rest and cannot travel.
potholes, replace broken wheels and similar jobs. The Pony Express service (no longer operating in 1876)
Bandanna's for men, and veils for the ladies, are common could make around one hundred miles a day by swapping
to help keep the dust out. riders every hundred miles and changing horses every
In cold weather passengers often wear buffalo robes, ten to fifteen miles.
muffs for their hands and warm soapstone's between
their feet, to keep the chill off. If you don't have such Walking
items yourself the stagecoach line will likely be able to A character, on foot, can make around twenty miles per
hire them to you at a cost of a dollar or so. day. They can increase this to around thirty miles per day
Stagecoach driving is a skilled job and most drivers are but must rest the next day (no travel).
well paid (earning around a $100 a month), young (under
thirty) and intelligent. Drivers commonly invite Mule Trains
passengers to sit by them and most drivers are skilled A mule train consists of 50-200 mules fully loaded with
conversationalists. packs and it travels around 12-15 miles per day. Wagon
Roads are just dirt tracks and tend to follow ridges, train work is hard, with freighters (the people working
staying out of the valleys so as to avoid the inevitable the train) starting work before dawn and finishing after
mud and flooding in the winter time. Where the road sundown. Freighters are not generally noted for the
crosses the flat the preferred routes avoid swampy or manners and refinement. Where there is a real risk of
marshy ground. Most roads in the west started life as bandit or Indian attack a force of soldiers might be
trails used by the early settlers. dispatched to escort a train, although normally mule

48
trains are left to their own devices. Roll Encounter
Wagon Trains 55-56 Shady looking characters
Wagon trains head out in spring, when the prairie grass
57-58 Skunk
is long enough to feed the teams. A typically train has 26
wagons and 35 men. Each wagon is pulled by ten mules 59-60 Snake oil salesman
or six oxen and the train has around 30 spare animals. A
wagon train typically makes around 12 miles a day, 61-62 Stagecoach
stopping at sundown, and stopping three times during 63-64 Tinker
the day for the animals to graze (one hour per stop).
The classic western wagon is the Conestoga, travelling 65-66 Town
12-18 miles a day and pulled by a three teams of two
67-68 Tracks
draught horses.
69-70 Travelling circus
Random Encounter Tables
Roll one dice for each day spent on the trail. If you roll an 71-72 Watering hole
Ace a random encounter occurs. When and where the 73-74 Lost Children
encounter occurs on any given day is up to the GM.
75-76 Stampede
Roll two dice on the random encounter table below. The 77-78 Caves
order of the dice does matter on this table, so state
which dice is the first and which second before you roll. 79-80 Strange Markings
81-82 Night time visitor
Roll Encounter
83-84 Neck tie party
01-02 Abandoned Mine
85-86 Mistaken identity
03-04 Abandoned wagon
87-88 Dying Man
05-06 Bandit ambush
89-90 Bandit Camp
07-08 Bandits fighting travellers
91-92 Tinhorn
09-10 Battle
93-94 Grizzly
11-12 Battle ground
95-96 Observer
13-14 Bogged down
96-00 Roll twice and combine the two encounters
15-16 Camp-fire together into one.
17-18 Carcass
Abandoned Mine: The characters stumble upon an
19-20 Card sharp abandoned mine. How long the mine has been
21-22 Cavalry unit abandoned for, and why it was abandoned are in the
hands of the GM.
23-24 Dog Abandoned wagon: The characters find an abandoned
25-26 Dust Storm wagon. How long, and why, it has been abandoned is up
to the GM (perhaps the owners are still nearby, or
27-28 Empty house perhaps the wagon is bait in an ambush?).
Bandit ambush: The characters are ambushed by a
29-30 Flash Flood
group of bandits. Against starting characters, the bandits
31-32 Ghost Town will be Regular Folks with a Named folk as their leader
(have one bandit for each player character, plus their
33-34 Inclement weather leader). If the party looks tough the bandits will stay in
35-36 Indian scouts cover and call on them to drop their weapons and money,
then ride on. If the party looks vulnerable the bandit
37-38 Indian war party leader will swagger around a bit and make ridiculous
demands whilst his men cover the party.
39-40 Infantry unit
Bandit Camp: The characters encounter a bandit camp.
41-42 Lost travellers Bandits fighting travellers: The party encounters a
group of travellers engaged in a fight with bandits.
43-44 Mysterious stranger Battle ground: The party find the remains of a recent
45-46 Posse battle.
Battle: The party runs into a pitched battle (with at least
47-48 Prospectors thirty people on each side). This could be a battle
49-50 Rattler between soldiers and Indians, two different Indian tribes,
soldiers against bandits or a posse fighting a bandit
51-52 Rich hunter and entourage gang.
Bogged down: If the party has a wagon or other
53-54 Sacred Land
wheeled wagon it gets stuck. The time spent getting it
loose halves the distance travelled that day.

49
Camp-fire: The party spy a camp-fire (the light at night, Posse: The party encounters a posse of a dozen riders
or smoke in the daytime). It is up to the GM to decide out hunting criminals, or something else.
who's camp-fire it is. Prospectors: The party encounter a prospector, or
Carcass: The party finds a carcass. Who, or what, killed group of prospectors.
it is up to the GM (perhaps wolves are nearby?). Rattler: One of the party gets bit by a Rattler. Everyone
Card sharp: The party encounter a wandering card should roll d100 (you can spend a Drama point to re-roll
sharp. He'll seek their hospitality then try to take them if you like) and the character with the lowest roll is
for everything they've got in a “friendly” game. bitten. It's not a fatal bite, but the nausea means that
Cavalry unit: The party encounter a cavalry unit they are at -10 to all rolls for the next two days.
travelling somewhere. Rich hunter and entourage: The party encounter a
Caves: The characters find some interesting caves. rich hunter and his entourage. The hunter may be a
Dog: The party encounter a dog. The dog will try to tinhorn from back east, or even a rich foreigner on
adopt a party member and come with the party. Of holiday.
course, it may not be a stray and it's owner may come Sacred Land: The party enters an area of Sacred Indian
looking for it. land. This may lead to an encounter with angry Indians,
Dust Storm: A violent dust storm blows up, forcing the or not, as the GM decides.
party to seek cover. This halves movement for the day Shady looking characters: The party encounters a
and all mechanisms (e.g. Guns) become Unreliable until group of shady looking characters on the trail. They may
they are thoroughly cleaned and oiled (a job which needs be bandits or genuine travellers.
the resources of a town to achieve). Skunk: As Rattler, but the person gets the lowest hand
Dying Man: The characters encounter a dying man who is squirted by a skunk and stinks to high heaven for the
imparts some useful information or a task to them. next few days.
Empty house: The party find an empty house. Who lived Snake oil salesman: The party encounter a travelling
there and why they left is up to the GM. snake oil salesman. He'll try to sell them all manner of
Flash Food: A sudden thunderstorm triggers a flash miracle cures and unguents
flood. If the party are on foot or horseback they can just Stagecoach: The party encounter a stagecoach. It may
ride out of the way of the flood. If they have any wagons be stopped for a rest break or damaged and in need of
or carts the wagons/carts are swept away. Recovering their assistance. It might even be under attack by Indians
them halves movement for the day and you should roll or bandits.
one dice for each significant item on the wagon/cart, and Stampede: The characters are caught in a stampede.
one dice for each wagon/cart itself. On a ten the item (or Strange Markings: The characters find some strange
wagon/cart) is destroyed by the flood (a destroyed item markings somewhere.
cannot be repaired). Tinhorn: The characters encounter a tinhorn, someone
Ghost Town: The party find a ghost town. Why it was from back east.
there and why it was abandoned is up to the GM. Tinker: The party encounter a tinker, travelling from
Grizzly: The characters are attacked by an enraged town to town sharpening knives and selling pots, pans
grizzly (or a buffalo or some other large animal and other items.
appropriate to the environment). Why it is enraged is up Town: The party find a town. Either their map was
to the GM. wrong, they're off course or something strange is going
Inclement weather: Either very hot, very cold or very on.
wet weather slows progress, and is very unpleasant. Half Tracks: The party encounter tracks. Whether they are
movement for the day. fresh or old, where they come from and where they lead
Indian scouts: The party encounters Indian scouts. to could be irrelevant.. or the foundation of a whole new
Whether the scouts are friendly or hostile depends on the adventure.
tribe and where they are encountered. Travelling circus: The party encounter a travelling
Indian war party: The party encounters a group of circus. This, of course, creates the possibility of having to
Indians who are on the war path. A friendly tribe is no deal with an escaped wild animal, such as a lion.
problem, but if the tribe is hostile the party will have to Watering hole: The party find a nice watering hole.
be very diplomatic to avoid a fight.
Infantry unit: The party encounters an infantry unit on
the march.
Lost Children: The party find a town where all the
children appear to be missing.
Lost travellers: The party encounters a group of lost
travellers. They could do with some assistance in getting
to the nearest town.
Mistaken identity: The characters run into problems
when one of the characters is mistaken for someone else.
Mysterious stranger: The party encounters a
“mysterious stranger”. Who, or what, the stranger is, and
what their motivations are depend on the GM.
Neck tie party: The characters find a corpse hanging
from a tree.
Night time visitor: When the characters wake in the
morning it looks like someone has been in the camp and
been through their stuff.
Observer: Someone is watching the characters from
afar.

50
States vs. Territories Places of Interest
Congress divided the land mass into various territories, The following table gives some examples of interesting
each having it's own governor, legislature and courts. places to be found in the West.
Unlike a state, the representatives of a territory could
not vote and the Federal government could reorganise Abilene, Kansas: End of the Chisholm cattle trail from
territories at will. Texas
All of the territories will become states eventually, by Agua Fria, Arizona: A Indian settlement system dating
meeting requirements laid down by congress which to A.D. 1250–1450, spread over two mesas and the Agua
included having a constitution and a minimum Fria River canyon; more than 450 sites with pueblos,
population. Territories were, on the whole, significantly stone forts, and petroglyphs.
wilder and more lawless than full states, reflecting their Albuquerque, New Mexico: Major town in New
frontier nature. Mexico.
Aztec Ruins, New Mexico: Ruins of a Pueblo town.
Territories Bandelier, New Mexico: Ruins of 13th-century Pueblo
GGSL is set in the traditional “Wild West” territories of:
cliff dwellings.
Bent's Old Fort, Colorado: A Fur-trading post and rest
Arizona Kansas New Mexico station on the Santa Fe Trail.
Bighorn Canyon, Montana & Wyoming: The
Colorado Montana Oklahoma
spectacular Bighorn Canyon, on the Bighorn River.
Dakota Nebraska Utah Black Canyon of the Gunnison, Colorado: Deep,
narrow canyon of the Gunnison River, named for its dark-
Idaho Nevada Wyoming coloured walls, which are always in shadow.
Black Hills, North Dakota: Sacred territory to the
Lakota
Boulder Canyon, Colorado: Site of a major gold find in
1859.
Bryce Canyon, Utah: A canyon with coloured walls and
rock formations. There are also many spires, fins,
pinnacles and mazes of rock.
Butte, Montana: Site of the greatest copper mines on
earth, later to become a stronghold of union power
following the formation of the Western Federation of
Miners there in 1893.
California Trail, Missouri River to California and
Oregon: The migration route extending 5,600 miles from
the Missouri River to California and Oregon.
Canyon de Chelly, Arizona: Ruins of prehistoric Indian
villages.
Canyonlands, Utah: Rocks, spires, and mesas; Indian
rock art and ruins.
Canyons of the Ancients, Colorado: A rugged
landscape that is archaeologically rich, with some sites
dating to 10,000 years ago. including later pit houses,
cliff dwellings, and pueblos.
Capitol Reef, Utah: Highly coloured sandstone cliffs
dissected by gorges; named for a white, dome-shaped
rock.
Capulin Volcano, New Mexico: The huge cinder cone
of an inactive volcano.
Carlsbad Caverns, New Mexico: A series of great
limestone caverns.
Casa Grande, Arizona: Huge building built c.600 years
ago, in the ruins of a Indian pueblo.
Cedar Breaks, Utah: A huge natural amphitheatre
(2,000 ft/610 m deep) formed by erosion.
Chaco Culture, New Mexico: 13 pre-Columbian ruins
A map of the Western United States in 1876, of the Anasazi. Ruins representing the highest point of
dark lines indicate major rail road tracks Pueblo prehistoric civilization (A.D. 900–1000).
Chiricahua, Arizona: Odd-shaped rock formations.
City of Rocks, Idaho: An area of needle like granite
spires and other sculptured rock formations.
Colorado Monoliths, Colorado: Huge monoliths and
other unusual erosional features.
Coronado, Arizona: Area near Francisco Vásquez de
Coronado's point of entry (1540) into the United States.
Craters of the Moon, Idaho: A blasted landscape of
volcanic cones, craters, fissures and rocky lava flows.
Deadwood, South Dakota: A lawless boom town in the

51
Black Hills, serving the gold rush. trading post in the South west
Denver, Colorado: The main supply town for the Rocky Independence Rock, Wyoming: A large turtle shaped
mountain mining camps. It lies at the centre of an rock on the Oregon trail which settlers carved their
extensive network of rail routes which lead it to be the names into as they passed by.
centre of banking, minting, processing and supply for Ironwood Forest, Arizona: A mountainous desert
Colorado and its surrounding states. landscape with large stands of iron wood trees, saguaro
Devils Tower, Wyoming: A 1200ft high monolith of forests and bighorn sheep.
volcanic rock sacred to many of the Great Plains tribes. Jerome, Arizona: A copper town founded in 1876 when
Dodge City, Kansas: An important and very violent the first copper lode was struck.
town at the railhead to the cattle trail from Texas. Guns Jewel Cave, Dakota: Limestone caves in the Black Hills,
cannot be carried north of the deadline (railtrack) but with chambers connected by narrow passages.
anything goes on the south side of town. Kasha-Katuwe Tent Rocks, New Mexico: A group of
El Malpais, New Mexico: In English, “the badlands”, a canyons, cliffs, and cone-shaped rock formations with
volcanic area rich in Pueblo history. nesting birds.
El Morro, New Mexico: A sandstone monolith with Knife River Indian Villages, Dakota: The ruins of
inscriptions of Spanish explorers and American pioneers. villages of Hidasta and Mandan Indians.
Fort Bowie, Arizona: A fort (est. 1862) that was the Lawrence, Kansas: Stronghold for “free-soil” support
base of military operations against Geronimo and his during the days of “Bleeding Kansas”. In 1863 site of the
followers. Lawrence massacre by Quantrills Raiders.
Fort Buford, North Dakota: A fort strategically located Little Bighorn, Montana: The site of Custers Last
in the heart of the Lakota buffalo hunting grounds. Stand in 1876.
Fort Laramie, Wyoming: Began life as a fur trapping Mesa Verde, Colorado: Prehistoric cliff dwellings.
outpost then became an important way post for Missouri Breaks, Montana: An area along the upper
emigrants heading west on the oregon trail. In 1868 Fort Missouri river notable for it's tremendous range of
Laramie was the site of a peace conference between the wildlife, plant life and beautiful scenery.
Federal government and the Great Plains tribes which Missouri River, Dakota: The mighty Missouri River
unfortunately led to a fresh round of Indian wars. with islands, bars, and chutes and native floodplain
Fort Phil Kearney, Wyoming: Established on the forest.
Bozeman trail to protect miners heading across Lakota Montezuma Castle, Arizona: Well-preserved
lands into Montana. In 1866 it was the sight of the prehistoric cliff dwellings.
Fetterman massacre when Lakota braves under the Mormon Pioneer Trail, Montana, Colorado and
leadership of Chief Redcloud led a patrol led by Captain Utah: The trail along which Brigham Young and his
William J.Fetterman out of sight of the fort and followers passed to Utah in 1847–48.
massacred them. Natural Bridges, Utah: Three huge natural sandstone
Fort Union Trading Post, Dakota: A major American bridges.
Fur Company trading post. Oregon Trail, Missouri, Kansas, Nebraska,
Fort Union, New Mexico: A U.S. army fort on the Santa Wyoming, Idaho and Oregon: The major route to
Fe Trail. Oregon. 2,170-miles long.
Fossil Butte, Wyoming: An area containing rich in Organ Pipe Cactus, Arizona: Unique Sonoran Desert
Paleocene-Eocene fossil fish. plants and animals.
Gila Cliff Dwellings, New Mexico: Well-preserved Pecos, New Mexico: 15th-century ruins of Pecos
dwellings built by the Pueblo into a 150-ft (46-m) cliff. Pueblo, once the largest Indian settlement in the South
Grand Canyon–Parashant, Arizona: Canyons, west
mountains, and buttes on the portion of the Grand Petrified Forest, Arizona: A great field of petrified logs
Canyon's north rim. Prehistoric and 19th-century amongst portions of the Painted Desert.
remains; rare condors and tortoises. Pikes Peak, Colorado: The 32nd highest peak in
Grand Canyon, Arizona: A giant canyon through which America, became famous due to it's proximity to Boulder
the Colorado river flows. First traversed from end to end Canyon and the term “Pikes Peak or Bust” used by the
by the Powell expedition in 1869. 100,000 miners who travelled to Boulder Canyon.
Grand Staircase-Escalante, Utah: An area of Pipe Spring, Arizona: Spring first visited by the
astonishing rock formations including natural arches and Mormons and location of a fort.
bridges; prehistoric dwellings and rock art, and fossil Pompeys Pillar, Montana: A large sandstone butte on
sites. the Yellowstone River with inscription by William Clark.
Grand Teton, Wyoming: Scenic portion of the Teton Powder River Country, Montana: Location of Red
Range. The town of Jackson Hole lies within the Grand Clouds War, where Chief Red Cloud led the Lakota
Teton area. warriors against miners travelling the Bozeman trail and
Great Salt Lake, Utah: A huge salt lake in Utah. troops located to protect them.
Great Sand Dunes, Colorado: A large field of high sand Rainbow Bridge, Utah: A huge pink sandstone arch.
dunes in the Sangre de Cristo Mts. Rock Springs, Wyoming: A major coal mining town.
Green River, Wyoming: Until 1840, the site of the main Rosebud Creek, Montana: The location where Lakota
annual gathering of mountain trappers. Remained an and Cheyenne under Chief Crazy Horse defeats General
important land mark for emigrants on the Oregon trail George Crook, turning back reinforcements which may
and the 49'ers heading west for the California gold rush. have saved Custer at Little Bighorn.
Hagerman Fossil Beds, Idaho: Fossil beds dating from Saguaro Land, Arizona: An area dominated by the
the Pliocene era. giant saguaro cacti, other cacti and other varied desert
Hovenweep, Utah: Prehistoric Indian pueblos and cliff growth.
dwellings. Salinas Pueblo Missions, New Mexico: Four 17th-
Hubbell Trading Post, Arizona: A late-19th-century century mission churches and ruins of three Pueblo

52
villages. topped with grasslands.
Salt Lake City, Utah: Heart of the Mormon Church. Summit Lake, Colorado: A high altitude lake.
Sand Creek, Colorado: Two hundred Cheyenne men, Garden of the Gods, Colorado: An area of massive
women and children were massacred and mutilated on rocky cliffs and spires.
the reservation in 1864 by John Chivington and the Ship Rock, New Mexico: An isolated volcanic plug
Colorado volunteers. surrounded by radiating dykes.
Santa Fe Trail, Montana, Colorado, New Mexico: Grants Lava Flow, New Mexico: A lava flow notable for
The famous Santa Fe Trail. its gigantic pressure ridges, collapse depressions, and
Santa Fe, New Mexico: Centre of commerce and lava tubes.
government in New Mexico and for trade with the east Torgac Cave, New Mexico: A large cave.
via the Santa Fe trail. Fort Stanton Cave, New Mexico: A large cave
Sonoran Desert, Arizona: A large desert with mountain characterised by very long and large open passages.
ranges and lowland valleys. Historical and archaeological Kilborne Hole, New Mexico: A large depression
remains dot the desert. caused by a massive volcanic explosion.
South Pass, Wyoming: The pass through the Rocky Mescalero Sands, New Mexico: A large field of sand
Mountains on the Oregon trail. dunes.
Sunset Crater Volcano, Arizona: A volcanic cinder Neffs canyon cave, Utah: A very dangerous cave
cone with multicoloured crater. formed by the capture of a surface stream. No horizontal
Taos, New Mexico: Unofficial headquarters for passages and most passages dip at angles in excess of
mountain men and south west traders. forty five degrees.
The Arches, Utah: A series of giant rock arches formed Barringer Crater, Arizona: A massive crater, now
by erosion. known to have been caused by a meteor hit.
The Badlands, Dakota: An area of gullies, ridges, and Wind Cave, North Dakota: A tremendously long and
other erosional landforms. complex cave
The Glacier Area, Montana: An area of Glaciers, Wasatch Mountains, Utah: A range of low mountains
forests, and lakes on the Continental Divide. which cuts off Utah from the east.
The Lewis and Clark Trail, Montana and Dakota:
The 3,700-mile trail which the Lewis and Clark followed.
The Petroglyph's, New Mexico: More than 15,000
prehistoric and historic Indian and Hispanic petroglyphs
and rock art carvings.
The Rocky Mountains, Colorado: Rocky Mountains
region on the Continental Divide. Many are high with
snowcapped peaks.
Timpanogos Cave, Utah: Limestone cavern on Mt.
Timpanogos in the Wasatch mountains.
Tonto, Arizona: Well-preserved 14th-century cliff
dwellings built by Indians in the Salt River valley.
Tumacacori, Arizona: Mission founded by Father
Eusebio F. Kino; rebuilt by the Franciscans.
Vermilion Cliffs, Arizona: An area of remote cliffs,
plateaus, canyons, and desert grasslands.
Virginia City, Nevada: A lawless town in Nevada which
serviced the comstock lode, America's richest gold and
silver lode ever. The lode was discovered in 1859 and is
still in production.
Walnut Canyon, Arizona: 12th-century Sinagua cliff
dwellings.
White Sands, New Mexico: An expanse of wind-drifted
gypsum sands.
Wind Cave, Dakota: Limestone caverns in the Black
Hills.
Wind River Mountains, Wyoming: Holds the highest
peaks in Wyoming, including Fremonts Peak.
Wupatki, Arizona: Several prehistoric pueblos.
Yellowstone, Wyoming: An area of hot springs and
geysers.
Zion, Utah: A multicoloured canyon in a desert region.
Big Springs, Idaho: A freshwater spring which runs
from ancient lava flows.
Hell's half acre, Idaho: A rocky lava field.
Cassia silent city of rocks, Idaho: An area of
weathered granite monoliths.
Crater Rings, Idaho: Two adjacent, symmetrical, ring
craters.
Medicine Lake, Montana: A large glacial lake.
Red rock lakes, Montana: High altitude wetlands.
Square Butte, Montana: A large square granite butte,

53
Campaigning In a heroic campaign the characters are motivated by
A campaign is a series of linked scenarios played through their desire to right wrongs, help the innocent and
by the same group of players, usually with the same generally be around “white hats”.
group of characters barring changes due to accident or
injury. Each scenario may take one or more sessions of The Villainous Campaign
play to resolve and usually involves the Games Master In a villainous campaign the characters are “black hats”.
(GM) presenting the players with a series of obstacles Black hats are motivated by the desire to acquire power
which their characters must overcome to successfully and inflict suffering on others.
complete the scenario. Some, or all, of the the scenario's
in a campaign may be linked by a common thread, theme The Mercenary Campaign
or story, or they may be just randomly thrown together. In a mercenary campaign characters are primarily
interested in getting rich. A Mercenary campaign is the
most morally ambiguous of the three campaign types.
Characters in such a campaign would best be described
as “ gray hats”. Their primary concern is looking out for
their own best interests.

The Tragic Campaign


The Tragic campaign is really a subset of one of the other
three types already described. It differs in that a tragic
campaign is guaranteed not to have a happy ending. In
play, a tragic campaign is marked by its tendency for
both the player characters allies and enemies to die like
flies around them and, more often than not, all the player
characters will end up dead (or their lives in ruins) by the
end of the campaign. A slight twist on this theme is the
A Locomotive Japanese style tragedy where one player character
survives, their life ruined and all their enemies and allies
lying dead around them.

Role-playing Violence, Racism and Sexism Story Arcs


Violence is part and parcel of GGSL and there's no real Once the GM has decided on the type of campaign to run
way to avoid it but the GM should consider a few factors. they need to decide on an overall story arc which will run
It's obviously a group choice how they want the game to through the campaign. Although they may decide not to
run, but most players want to feel special or heroic when do this, just having the scenarios unlinked, it generally
role-playing, so they don't really want to be placed in creates a far more enjoyable role-playing experience for
situations where they feel helpless or out of control everyone involved if there is some sense of development
unless that is a key part of the story line. If it is key to as the campaign progresses. Having each scenario lead
the story line try and ensure that they don't stay helpless onto the next, or reveal some piece of information which
for long though. Physical violence seems to be quite gradually reveals the story, makes for a far more
acceptable in RPG's, but the GM should be cautious enjoyable game.
when dealing with sexual or psychological violence as
these subjects can cause discomfort in players.
The Wild West is a sexist and racist place and there's no
way of getting round that. Women were considered
second class citizens and foreigners were even worse off
in many places. I would suggest that the GM turns a
blind eye to sexism and has NPC's interact with female
characters in the same way that they interact with male
characters. Racism is another difficult issue.
As written, the game effectively embraces racism by
giving non-white characters the option to take the Pariah
Flaw. If you are not comfortable with role-playing racism
you do not need to, just remove the Pariah flaw and
assume racism does not exist in your Wild West.

Creating a Campaign
The first thing the GM needs to do, before starting a Scenario Outlines
campaign, is to talk to the players who will play in it and Once the GM has got a general story arc for the
get a feel for the general feel they want from the campaign in their mind (or not, as the case may be) they
campaign. In simple terms, there are four kinds of should try to roughly plan out the scenario's in the
Campaign in GGSL: campaign. One way of doing this is to look at the
• Heroic campaign as a season of a television series. A series
normally consists of either, 12, 24 or 26 episodes. Most
• Villainous
stories take a single episode, others take two episodes or
• Mercenary more. Each episode becomes one gaming session (which
• Tragic will usually be three to four hours in length). Divide your
The Heroic Campaign episodes up into single or double episode stories and

54
come up with a simple plot outline for each story. When serious challenge to “win” the scenario. This
you use double episode stories, break the story down into may be a big fight with the bad guys and his
two halves, ideally ending the first half with a cliffhanger cronies, or solving the final part of a mystery.
of some kind. • Aftermath: The aftermath recants the events
If you are using a story arc campaign each story should following the climax. This is the “happily ever
fall into one of the following categories after” scene at the end of the scenario.
• Background: A background episode doesn't Most scenario's start with a Hook, then there follows a
contribute to the story arc directly, instead it series of alternating Challenge and Information scenes,
helps to add to the overall background of the finally moving to a Climax and then Aftermath scene. The
game, increasing the players sense of more Challenge and Information scenes you put in, the
involvement in your game world. Background longer the scenario will take to run.
episodes often lay down clues which are As a GM, do not be rigid with your scenario plan and be
exploited in later arc episodes. prepared to improvise. It is not unusual for players to
• Arc: An arc episode directly contributes to the mess up your carefully laid plans and miss out scenes
development of the story arc of the campaign, entirely, or wander completely off the track. This is fine,
its resolution leading to the character advancing just go with it and improvise your responses.
towards the end of the campaign.
In addition, be prepared to drop in new stories in Time Line Based Scenarios
response to player character actions. Characters will Another way to design scenario's is the time line method.
often wish to digress away from your campaign plan, In the scene method described above events circle
which is absolutely fine and creates more depth and around the player characters, scenes do not happen until
involvement in the game for everyone. the players move into them and so on. In a time line
based scenario the GM plans a series of events which
occur in a fixed time line, the clock starts ticking when
“..most players want to feel special or the scenario begins.
heroic when role-playing, so they Time line scenarios require considerably more effort on
the GM's part to run, as they need to manage more
don't really want to be placed in variables and be prepared to improvise changes to the
situations where they feel helpless or time line on the fly (e.g. If the player characters kill an
NPC, that NPC cannot then perform an action later in the
out of control..” time line, so the GM must decide on how that changes
the flow of events).
Detailed Scenarios Time line scenario's are a great way of creating a sense
Prepare your detailed scenario plans before playing the of genuine nervousness and fear in players, as they are
scenario, rather than weeks in advance, that way you can fighting a constantly moving deadline and cannot afford
change and modify the scenario easily based on events in to prevaricate for to long.
the campaign to date. A scenario consists of a series of
scenes, with each scene being linked by a significant Themes
change in time, focus or location. The party bedding Western stories usually involve a conflict designed to
down for the night and waking the next morning would resolve a complex moral and/or political issue such as the
be a significant change in time, leaving the saloon and characters fighting to protect something like their family,
riding to the old mine would be a significant change in their ranch land, their freedom, or their gold. This might
location. Change in focus is a little more tricky, but it involve dealing with issues of slavery or prostitution, or
basically means that the location and time stay roughly fighting to stop a cattle baron or a rail road baron from
the same whilst the protagonists change, so one group of encroaching on their lands. They might protect their
characters might leave a bar and the focus shift to other homestead from Indians or protect Indians from
people in that same bar. homesteaders. In some cases, the protagonists might be
The scenario has several different types of scene good-hearted bad guys, gamblers or train robbers
• Hook: The hook is the first scene in a scenario. stealing from the big banks or wealthy villains (think
Brett Maverick of the Maverick TV series and film).
It sets the scenario up, feeds the player
In the Wild West, dangers are usually physical, often with
characters the relevant background to the
a strong undercurrent of moral danger, such as the
scenario and gives them a reason to take part in
threat of giving in to corruption, losing one's freedom or
the scenario. Hook scenes are usually also
of turning a blind eye to justice. There's a strong streak
Information scenes, but can sometimes be
of machismo in westerns (where men were men), but also
Challenge scenes.
a sense of honour and gallantry.
• Challenge: A challenge scene presents the The characters in westerns are usually bonded together
player characters with a problem to overcome. by friendship and a common past and they must either
This can be a physical problem, such as a struggle to change or resist change in the face of some
dangerous climb or fight, or a mental problem, threat (physical, intellectual or moral).
such as solving a puzzle or outsmarting The tools of the Western hero include guns, horses,
someone. honour and moral righteousness, and often these tools
• Information: An information scene provides are tainted in some way, such as the reluctant gunfighter
the player characters with information which who is seeking to escape a blood stained past.
will help them progress further through the The heroes may also be scoundrels, using deception and
scenario. underhand methods to win, although even such
• Climax: The climax is usually a Challenge scene characters still tend to have a “heart of gold” and will
where the player characters have to beat a restrict their nefarious activities to the black hats.

55
Key themes in a GGSL game include duty, loyalty,
honour, freedom, order vs. chaos, the individual versus Gathering up or opposing a
the faceless corporation or government and honour • Posse
versus efficiency. • Lynching party
Older western films were often rooted in the classic
• Massacre (e.g., of or by Indians)
battle of good vs. evil (white hats vs. black hats in
western parlance), whereas more modern films often • New cattle ranch
immerse in moral ambiguity and question the notion of • New rail road
the classic western “hero”.
Escape from a
Events • Jail
The following section endeavours to give you some ideas • Indian tribe
for events in a GGSL scenario. The GM should often • Texas Ranger
introduce additional external factors to important • Federal Marshall
battles, things which effect both sides in the fight equally
• Pinkerton Detective
and make everything more dramatic and exciting.
• Lynching party
Fights (brawls or gunfights) in a
• Saloon (tables and chairs provide cover and can Some Wild West Scenario Ideas
be used as weapons, glasses and bottles are
1) Tension in town culminating in OK corral shoot-
good improvised weapons, chandeliers to swing
out.
on, dancing girls to panic and run screaming, try
2) Characters get drawn into a range or Indian
sliding along the bar top shooting, or set fire to
war.
the whiskey spilled on the bar)
3) Characters are after something, either for
• Corral (dodge panicky horses or cattle, wooden
themselves or for a client.
fences provide cover, drive the animals onto 4) Characters have to get something from one
opponents) place to another safely.
• Gambling hall (much as saloon) 5) Murder-Mystery.
• Top of a stagecoach (staying on when the coach 6) Treasure Hunt.
hits bumps, throwing opponents off, sliding 7) Characters accused/arrested for crime they
under the stagecoach and getting up on the didn't commit and must prove their innocence.
back, jumping on the team and fighting or riding 8) Posse chasing.
them, playing hide and seek from inside and 9) Magnificent 7 scenario, the party are hired to
outside the coach, people inside get cover and protect a village from bandits
can shoot out) 10) Rescuing maiden from commanches
• Top of a train (unstable footing, look out for low 11) Cleaning up a bad town.
bridges and water towers, throw opponents off, 12) High noon scenario.
fall off but catch yourself and try and climb back 13) War wagon scenario
on) 14) Bounty hunting, capture someone dead or alive
• Desert, while on horseback (rolls to stay in and receive a reward.
range, hard to hit whilst bouncing around, jump 15) Prospecting, there's gold in them thar hills!
on foes horse and knocks them off) 16) Help miners protect their claims from
marauding bandits or greedy landowners.
• In a dust storm (minimal visibility, stumble
around virtually blind and deaf looking for your
opponent
• Frozen lakes or rivers (rolls to maintain your
footing, slide along the ice to hit foots or shoot
as you slide, danger of falling through the ice,
break the ice deliberately to drown foes or cut
off pursuit)
• Flowing rivers (as still water, but also risk of
being swept away by the flow, maybe over a
waterfall or through rapids)
• Still water (drown opponents, rolls to stay
upright, slow movement as you are wading
through water)
• Muddy ground (rolls to stay upright, try to
drown opponents in the mud)
• Mines (dark, maybe not able to use guns
because of methane, knock out pit props to
collapse ceilings, sheer drops and shafts,
explosives can cause cave-ins)
• Whilst climbing or in a lift basket (hang on or
fall to your death, knock foes off, swinging
baskets, maybe a time limit as dynamite fuse
burns down)

56
Quick Settlement Creator Quick Adventure Seed Generator
Roll one dice to determine why a settlement is where it To create a random adventure seed roll d100 once on
is, then a second dice to determine it's size (read along each column. This gives you a string of words which you
the row of the type of settlement until you find your can then hook together to give you an idea for an
second roll, then up to determine the size of the adventure.
settlement). This table is designed around towns in the
Wild West. Dice Action Object Place Rider
01-05 Protect Gold Mine Double Cross

G host Town

Large Town

Large City
06-10 Ambush Silver Cave Night
11-15 Kill Daughter River Day

Town

City
16-20 Rescue Sibling Stream Solstice
Dice Reason
21-25 Kidnap Indian Lake Equinox
1 Watering Hole 1-2 3-8 9-0
26-30 Investigate Wife Mountain Events
2 Rail road 1-4 5-7 8-9 0
31-35 Solve Whore Hills Rumours
3 Coaching Station 1 2-4 5-7 8-9 0
36-40 Coerce Mystery Church Legends
4 Mining 1-2 3-4 5-7 8-9 0
41-45 Persuade Letter Forest Stories
5 Timber 1-2 3-4 5-7 8-9 0
46-50 Find Deeds Town Vanishing
6-7 Cattle 1-4 5-7 8-9 0
51-55 Give Map Camp Theft
8-9 Farming 1-4 5-7 8-9 0
56-60 Escape Gun City Secrets
0 Buffalo 1-2 3-4 5-8 9-0
61-65 Avoid Artefact Fort Sunday
Roll to determine how many interesting places there are 66-70 Intercept Honour Saloon Weekday
near to the town, then roll two dice on the “interesting
places” column to determine what each place is. 71-75 Hide Grain Store Trust
Interesting places are the kinds of locations where
76-80 Steal Booze Stable Relationship
adventures often take place.
81-85 Use Horse Corral Holiday
Dice Interesting
86-90 Buy Doctor Ranch Work
Places
91-95 Sell Fort Rail road Business
1-3 1
96-00 Scare Bandit Station Worship
4-7 2
8-9 3 For example, if you rolled 07, 73, 93 and 39 you would
have the words Ambush, Grain, Rail road and Legends. A
0 4
fairly obvious adventure idea from this would be the
players being paid by a local developer to ambush a
shipment of grain off a rail road train before it reaches
Dice Interesting Dice Interesting an Indian settlement. The loss of the grain fits a local
Places Places Indian legend and will prompt the Indians to abandon a
sacred site which the developer wants to build on.
01-05 Mine 51-55 Sacred Site
06-10 Cave 56-60 Fort
11-15 River 61-65 Burial Ground
16-20 Camp 66-70 Stone Formation
21-25 Lake 71-75 Swamp
26-30 Mountain 76-80 Desert
31-35 Hills 81-85 Ranch Double Barrelled Shotgun
36-40 Old Battleground 86-90 Rail road
41-45 Forest 91-95 Station
46-50 Town 96-00 Abandoned Church

57
Inspirations The Day the Cowboys Quit (Kelton)
The following section lists some places to find inspiration Call of the Wild (London)
for western scenario's.
Non-Fiction Books
Film Bury My Heart at Wounded Knee (Brown)
Great Train Robbery (1903) Across the Wide Missouri (DeVoto)
Stagecoach (1939) Charles Goodnight (Haley)
The Ox-Bow Incident (1943) Cheyenne Autumn (Sandoz)
Rio Grande (1950) The Longhorns (Dobie)
High Noon (1952) Old Jules (Sandoz)
Shane (1953) Undaunted Courage (Ambrose)
The Searchers (1956) Men to Match My Mountains (Stone)
Warlock (1959) Triggernometry (Cunningham)
The Magnificent Seven (1960) Black Elk Speaks (Niehardt)
The Man who shot Liberty Valance (1962) And Die in the West (Marks)
Once upon a time in the west (1968) Pat Garrett (Metz)
McCabe and Mrs Miller (1971)
The Hired Hand (1971) Using props
Chato's Land (1971) Props really can add to the sense of involvement in a
Ulzana's Raid (1974) game. Some suggested props for different characters
The Good, the Bad and the Ugly (1967) might include:
Pat Garret and Billy the Kid (1973) • Sombrero's and Fake handlebar moustaches for
The Outlaw Josey Wales (1976) Mexican characters.
Dances with Wolves (1990) • Feather headdress (or just a feather) for Indian
The Quick and the Dead (1995) characters.
Open Range (2003) • Waistcoats and pocket watches for tinhorns.
• Cowboy hats for cowboys.
TV Series
• Small round glasses for a pinkerton.
Gunsmoke
Bonanza • Corn cob pipe for an engineer or prospector.
Maverick • Sharp suit and a hat for a snake oil salesman.
Rawhide • Bible and dog collar for a preacher.
Have Gun Will Travel • Deck of cards for a card sharp.
The Virginian
Little House on the Prairie
High Chaparral
The Rifleman

TV Mini-Series
Lonesome Dove
Centennial
The Good Old Boys
How the West Was Won
The Sacketts
Lewis & Clark
The West
The Rough Riders

Fiction Books
Shane (Schaefer)
Lonesome Dove (McMurtry)
The Big Sky (Guthrie)
The Time It Never Rained (Kelton)
The Virginian (Wister)
The Shootist (Swarthout)
Death Comes for the Archbishop (Cather)
Riders of the Purple Sage (Grey)
Monte Walsh (Schaefer)
The Ox-Bow Incident (Clark)
Hondo (L'Amour)
All the Pretty Horses (McCarthy)
Centennial (Michener)
The Sea of Grass (Conrad Richter)
Riders to Cibola (Zollinger)
The Homesman (Swarthout)
True Grit (Portis)
The Searchers (LeMay)
The Rounders (Evans)

58
Belongings

"I have advised my people this way: When you


find something good in the White man's road,
pick it up; but when you find something bad, or
it turns out bad, drop it and leave it alone."
-Sitting Bull (Sioux Chieftain)

59
Introduction heavy weight on the end of a long pole (usually
This section provides game information on a variety of 6-10ft in length). Examples of polearms include
items that characters may wish to use. spears, halberds, pole-axes and glaives.
Polearms are designed to both swing and stab.
Reliability Polearm wielders have Advantage against non-
Normal equipment is considered to be reliable if it is polearm wielders until they (the polearm
properly maintained. Normal pieces of equipment which wielder) is hit, at which point they become
are not looked after, Poor Quality pieces of equipment, Disadvantaged until they manage to hit their
Unreliable items or Improvised pieces of equipment are opponent back, which gets them their
considered to be Unreliable. Unreliable items break Advantage back. This represents the initial
when you roll a Critical failure when using them. advantage of length, then the disadvantage it
presents when the opponent gets inside your
Equipment Quality reach.
All the equipment listed in this section is assumed to be • Improvised Weapons (varies) If a character
of “normal” quality. You may buy items of “Good” quality just picks up some handy object and uses it as a
for five times the listed price. Good quality equipment weapon, treat it as a fist, ordinary or great
is never unreliable, even when not properly maintained. weapon as described above, but it breaks on a
You may buy Poor Quality versions of items for half the Critically Failed attack roll. Things like big
listed price. Poor Quality versions are always Unreliable. mallets, sledgehammers, pick axes, felling axes
If an item is already Unreliable you can't buy a Poor and big wooden mallets (great mace) are Great
Quality version of it. weapons. Hatchets, Meat Cleavers, Chair Legs
and Whisky Bottles would be Ordinary weapons.
A length of chain wrapped round a fist or a
Armour straight razor would be a Fist weapon.
Bulletproof armour consisting of heavy metal plates
• Staff (M, $1, 2/5) A simple wooden staff,
(think Ned Kelly), costs $5, is downright rare in the Wild
West and has the following effects: perhaps 6ft in length, wielded in two hands. A
character wielding a staff has Advantage over
• One level of armour against any attack.
non-staff wielders in melee due to the staffs
• The wearer is Encumbered if they don't have versatile nature in combat.
the muscles speciality. • Flexible Weapons (L, $2, 2/5) A flexible
Thick furs or Tanned leather armour is also available at weapon is something like a lasso, chain, rope or
a cost of $1 and is fairly uncommon. whip. It's main benefit is that a critical hit
• One level of armour against non-gun attacks. Entangles the opponent or disarms them or
• The wearer is Encumbered if they don't have knocks them down, attackers choice which.
the Grit Skill. • Shield (L, $1, 2/5) All attacks against a
Unreliable armour breaks if your attacker gets a critical character using a shield are at -10. A critical hit
success on their attack. with a shield inflicts M damage or knocks the
target down, attackers choice which.
Melee Weapons • Bayonets (H, $2, 2/5) Rifles can be fitted with
Attacks with melee weapons require Fighting checks, or a bayonet turning them into a fearsome H
Throwing checks if the weapon is thrown. Rather than damage melee weapon. Fitting a bayonet
trying to give game values for every kind of weapon you requires one action and they use the same rules
can think of, instead weapons are organised into groups, as Polearms.
such as fist weapons. It is up to the GM to decide which
group a given weapon falls into. The most commonly encountered melee weapons are
Weapons are described in the following format pistol butts, knives, daggers and cudgels which are all
• Weapon Name (Damage Code, Cost, Short fist weapons. Swords, Rifle butts and Tomahawks are
range/Long range in yards) Description ordinary weapons and pick axes, felling axes and
The weapons are as follows: sledgehammers which are improvised Great weapons.
• Unarmed (VL): Given here for reference only. Hoes and Rakes are improvised staffs.
• Fist Weapons (L, $1, 5/20) Fist weapons
include daggers, brass knuckles, coshes and Ranged Weapons
cudgels. They are designed to be easily Damage is the weapons damage code. If the weapon has
concealed and are popular with the criminal a letter followed by a number after a slash, the letter is
classes. It is hard to hide a sword, but a dagger the damage code when firing Solid Shot and the Number
can be easily concealed. is the Blast Radius (in yards) of High Explosive (HE)
• Ordinary Weapon (M, $2, 2/10) Ordinary Shells fired from that weapon. A number only means that
weapons are sabres, tomahawks and the like. the weapon can only fire HE shells.
Items specifically designed as weapons to be
wielded in one hand. Cavalry Sabres are often Canister or grape shot rounds increase Blast Radius by
Quality weapons (costing $10 each). 50% but a direct hit has the effect of being within half
• Great Weapon (H, $3, 2/5) Great weapons are the Blast Radius. Do not use the sum of the dice in such a
two handed axes, swords and huge maces. Items case, just the highest one.
specifically designed as weapons to be wielded
in both hands. Range is the weapons Short/Long range in yards.
• Pole Arm (H, $4, 2/3) A polearm is a blade or
Each weapon uses ammunition of a specific size (listed

60
on the table as .XX). Some ammo types are listed as .XX- fire Single Shot, or Short Bursts if the firer has a hand
YY, where XX is the diameter of the bullet, in hundredths free to “fan the hammer” with. LB means it can fire Long
of an inch, and YY is the length of the bullet. Bursts and EB means it can fire Extended Bursts.

For game purposes, pistol and carbine bullets of the A weapon with hands 1 requires only one hand to use.
same size are interchangeable with one another. Rifle One with hands 2 requires two hands and one with hands
bullets cannot be used in pistols or carbines and vice ½ is designed to be used two handed, but can be used
versa. one-handed with a -20 attack modifier. An F means that
the weapon can only be fired from a fixed position.
An SS in the rate of fire column indicates the weapon can
fire single shot only. An SB indicates that it can fire Good Quality guns cost five times the list price and are
Single Shot or Short Bursts. An SB1 indicates that it can never treated as Unreliable, even when neglected.

Damage Range Ammo ROF Hands Cost Notes


(yards)
PISTOLS
Pepperbox .22 L 30/40 4 SS 1 $5
Derringer .44 L 30/50 1 SS 1 $4
2
Double Barrelled Derringer .44 L 30/50 2 SS 1 $6
J.M.Cooper .31 Pocket pistol L 30/50 6 SB 1 $7 Double Action
1858 Starr Army model .44 Sixgun L 30/60 6 SB 1 $7 Unreliable
Double Action
1858 Starr Army & Navy .44 Sixgun L 30/60 6 SB 1 $10 Double Action
1873 Forehand & Wadsworth Sixgun L 30/60 6 SB 1 $10 Double Action
1871 Remington Rider new model belt Sixgun L 30/60 6 SB 1 $10 Double Action
1861 Whitney Navy model .36 Sixgun L 30/70 6 SB1 1 $6
1860 Navy Colt .36 Sixgun L 30/70 6 SB1 1 $6
1
1875 Colt Newline .38 Sixgun L 30/70 6 SB 1 $6
1
1863 Starr Army .44 Sixgun L 30/80 6 SB 1 $10
1860 Army Colt .44 Sixgun L 30/80 6 SB1 1 $10
1
1873 Colt “Peacemaker” .45 Sixgun L 30/80 6 SB 1 $10
1
1875 Remington .44 Sixgun L 30/80 6 SB 1 $10
1875 Smith & Wesson .45 Schofield Sixgun L 30/80 6 SB1 1 $15 See notes
1
1862 Remington Army .44 Sixgun L 30/80 6 SB 1 $10
1
LeMat .42 Revolver L 30/80 9 SB 1 $30 See notes
Volcanic .41 repeating pistol L 30/80 10 SS 1 $20 See notes

BOWS
Indian Bow L 10/100 1 SS 2 $1

1
Can only fire a Short Burst if you have a hand free to “fan the hammer” of the gun.
2
Can fire barrels separately (one action each) or together at the same target (one action for both) for M damage, if
successful.

61
Damage Range Ammo ROF Hands Cost Notes
(yards)

CARBINES
1864 Breech Loading Cook .58 Carbine L 20/300 1 SS ½ $15
Breech Loading Burnside .54 Carbine L 20/300 1 SS ½ $15
Winchester 1866 .44 Repeating Carbine L 20/200 13 SS ½ $25
Winchester 1876 .45 Repeating Carbine L 20/200 12 SS ½ $23
Model 1851 Breech Loading Sharps .52 Carbine L 20/300 1 SS ½ $15
Spencer 1863 .56 Repeating Carbine L 20/200 7 SS ½ $20
1870 Breech Loading .50 Springfield Armoury L 20/300 1 SS ½ $15
Carbine
1873 Breech Loading .45 Springfield Armoury L 20/300 1 SS ½ $15
Carbine
Volcanic .41 repeating carbine L 20/200 20 SS ½ $30

RIFLES
Winchester 1866 .44-40 Repeating rifle L 10/400 15 SS 2 $30
Winchester 1873 .44-40 Repeating Rifle L 10/400 15 SS 2 $30
1862 Henry .44 Repeating Rifle L 10/400 15 SS 2 $30
Model 1851 Breech Loading Sharps .52 Rifle M 10/600 1 SS 2 $20
1868 Remington Breech Loading Rifle M 10/600 1 SS 2 $20
1873 Springfield Trapdoor Breech Loading .45-70 M 10/600 1 SS 2 $20
Rifle
1860 Spencer .52 Repeating Rifle M 10/500 7 SS 2 $25
1855 Colt .44 Revolving Rifle M 10/600 6 SS 2 $20 Unreliable
1842 Colt Patterson .40 Revolving Rifle M 10/600 6 SS 2 $20 Unreliable
Model 1874 Breech Loading Sharps “Business” H 5/800 1 SS 2 $30
.45-120 Rifle
1875 Sharps Big 50 Breech Loading .50-90 Rifle H 5/800 1 SS 2 $30
aka.."The Buffalo Gun"
1836 Colt Patterson .69 Revolving Rifle H 5/800 6 SS 2 $20 Unreliable
Model 1861 Percussion Rifle Musket M 10/200 1 SS 2 $10
Enfield .577 Rifled Musket M 10/200 1 SS 2 $10

62
Damage Range Ammo ROF Hands Cost Notes
(yards)
SMOOTHBORES
Muzzle Loading Shotgun H 20/80 1 SS 2 $5
Winchester Break-Open Shotgun H 20/80 1 SS 2 $15
Winchester Scatter Gun H 30/40 1 SS ½ $15
American Arms Break-Open Shotgun H 20/80 1 SS 2 $15
American Arms Scatter Gun H 30/40 1 SS ½ $15
American Arms Double-barrelled Break-Open Shotgun H 20/80 2 SS2 2 $20
2
American Arms Double-barrelled Scattergun H 30/40 2 SS ½ $20
Colt 1857 Revolving Shotgun H 20/80 5 SS 2 $25 Unreliable
Smoothbore Musket H 10/100 1 SS 2 $5

GUNNERY
Gatling Gun H 10/500 4004 LB3 F $200
6lb Smooth Bore Cannon 15H/30 0/1500 14 SS F $200
4
12lb Smooth Bore Cannon 20H/40 0/1600 1 SS F $300
4
10lb Rifled Cannon 20H//35 0/2000 1 SS F $500
12lb Howitzer 50 0/1100 14 SS F $300
4
24lb Howitzer 60 0/1300 1 SS F $400
2
Can fire barrels separately (one action each) or together at the same target (one action for both) as a single attack for
2H damage, if successful.
3
A Gatling gun can fire at EB rate, but is considered Unreliable when so doing.
4
Reloading between shots takes 24 turns with a two man crew or 12 turns with a three man crew.

Most of the guns listed are fairly self-explanatory and Unfortunately this layout is more vulnerable to
mundane but several deserve special comment. jamming so the gun is Unreliable.
• Revolving Rifles: The Colt Patterson, Colt
revolving rifles and Colt revolving shotgun Reloading
combine the rotating cylinder of a Sixgun with a Unless stated otherwise it takes one action to reload one
rifle. Whilst a great idea in theory revolving round of ammunition into a gun.
carbines, rifles and shotguns proved to be very • A musket, or muzzle loading shotgun, requires
unreliable (in part because the residue left by four actions to ready between shots (one to put
the black powder used in the cartridges tended powder in, a second to insert the ball and
to foul the cylinder mechanism very quickly) and wadding, a third to ram the ball in and a fourth
were never particularly popular, particularly to replace the ram and cock the weapon). You
once repeating rifles and carbines came onto cannot speed load single action weapons. You
the market. In game terms, all revolving cannot quick load these weapon.
shotguns, rifles and carbines are Unreliable (so • An empty Spencer carbine can be reloaded in a
they break on a critical failure). single action by using a preloaded tube
• LeMat Pistol: The LeMat pistol is a curious (basically a metal tube full of bullets). The
combination, a Sixgun with a shotgun barrel bullets are simply poured into the butt of the
under the gun barrel. The shotgun can be fired gun (where the magazine is located).
in place of the normal barrel, inflicting H • A breech loading rifle requires one action
damage with a range of 10/20. Reloading the between each shot to reload. You cannot quick
shotgun barrel takes two actions, one if you load breech loading weapons.
make a successful DIFF 50 Speed(quick load) • A repeating rifle can fire until you run out of
roll. ammunition, then it takes one action per bullet
• Smith & Wesson Schofield: Opening the to reload.
cylinder on the Schofield ejects all the • A Scattergun or Break open shotgun requires
cartridges in one movement, making the gun one action per shell to reload. Single barrelled
quicker to load. Speed(quick load) rolls with this guns have one shot then must reload, double
weapon are only DIFF 30. barrelled ones have two shots then must reload.
• Volcanic .41 repeating pistol: The volcanic You can fire such a weapon without having fully
uses a tubular internal magazine under the reloaded it.
barrel, giving it a 10 round capacity.

63
Wages Buckskin trousers $2.00
Below is a listing of average wages (per month) for Buckskin Shirt $2.00
various jobs in the Wild West. The values are a rough Buffalo robe $10.00
average, and can vary from place to place at the GM's Canteen $1.00
discretion. Cards, Playing/pack .25
Cartridge belt, holds 50 rounds $1.00
Army/Cavalry Officer $25.00 Cashbox $0.50
Army/Cavalry Trooper $13.00 Chaps $4.00
Cloth cap $0.50
Bartender $25.00
Cloth overcoat $3.00
Blacksmith $30.00 Dress $1.50
Common Labourer $25.00 Fur overcoat $15.00
Gloves $1.00
Cowhand $25.00 Gun belt $2.00
Foreman $50.00 Gun cleaning kit $1.50
Hat $3.00
Logger or Miner $35.00 Holster $3.00
Deputy Marshall $35.00 Horse blanket $3.00
Jacket, leather $5.00
Deputy Sheriff $25.00
Jacket, sheepskin lined (for cold weather) $10.00
Federal Marshall $45.00 Jeans $2.00
Railroad Engineer $35.00 Lamp oil $0.25 per 5 gallons
Lantern $2.00
Scout $25.00 Lasso $8.00
Territorial Marshall $40.00 Mess kit $2.00
Moccasins $1.00
Texas Ranger $25.00 Pipe, briarwood $1.00
Town Sheriff $35.00 Pipe, corncob $0.05
Poncho (rain gear) $2.00
School teacher $60.00
Rifle scabbard $2.50
Saddle (ornate, with bridle and blanket) $40.00
Freelance mercenaries (your typical player characters) Saddle (standard, with bridle and blanket) $35.00
can reasonably expect to be paid around $5-10 a day for Saddle bags $6.00
dangerous jobs. Saddle blanket $2.00
Sheath, knife $0.50
Supplies Sheath, rifle $3.00
Prices listed are averages, and can vary from place to Shirt $0.50
place at the GM's discretion. As a rule of thumb, these Shoes $3.50
prices represent buying from a city or large town. In a Suit, man's or woman's $12.00
small town or settlement double the prices listed and Sulphur matches $0.25 per box of 50
increase them up to ten times in a gold mining Tack (for horse) $10.00
settlement or similar location. Telescope, 14 mile range $15.00
Telescopic Sight*, $20.00
AMMUNITION Trousers $1.50
100 rounds, .38 calibre or smaller $2.00
100 rounds, .41-.45 calibre $3.25 *A telescopic sight can be fitted to a Sixgun, musket,
100 rounds, .50 calibre or larger $4.75 carbine or rifle. If you Aim before firing you get +30 to
100 shotgun shells, $5.00 hit (this replaces the normal +20 modifier for Aiming).
5 pounds, loose lead balls $0.35 Telescopic sights are notoriously easy to jar out of
5 pounds, black powder $0.50 alignment though, and any thumps or bumps on the
Sixgun speed loader $3.00 weapon render the sight useless. Getting the sight
Spencer carbine/rifle tube $1.00 modifier back requires ten minutes work and a DIFF 50
Smithing(gunsmithing) roll.

Whilst a great idea in theory LIVING EXPENSES


revolving carbines, rifles and Bath $1.00
Beer $0.05 per mug
shotguns proved to be very unreliable Chocolate, 8oz tin $0.10
Cigar, cheroot $0.05
MISCELLANEOUS GEAR Cigar, fancy 2 for $0.25
Banjo $12.50 Coffee, 2lb tin $0.50
Bayonet $2.00 Grain (for horses), one days $2.00
Bear Grease (metal preservative/per pound) .05 Kentucky Mash/bottle $4.00
Bed roll $4.00 Letter, by mail $0.03 per ounce
Bible $5.00 Package, by mail $0.01 per ounce
Binoculars, x10 magnification $25.00 Package, railfreight over 100lbs $0.08 per pound
Binoculars, x5 magnification $15.00 Provisions (rations) $4.00 per week
Boots & spurs $15.00 Restaurant Breakfast $0.50

64
Restaurant Lunch $0.25
Restaurant Supper $1.00 EXPLOSIVES
Room, boarding house (meals included) $1.00 per day Blasting caps $0.50 per cap
Room, bordello $5.00 per night Blasting powder $0.50 per pound
Room, cheap hotel (no meals) $0.50 per day Dynamite $3.00 per stick
Room, average hotel (no meals) $1.00 per day Fuse cord $0.10 per foot
Room, good hotel (no meals) $2.00 per day Gun cotton $1.00 per pound
Room, high falutin` hotel (no meals) $6.00 per day Nitro-glycerine $2.00 per 10 ounces
Shave & haircut $0.25
Stabling, overnight for man or beast $0.25 TRANSPORTATION
Sugar, 1lb $0.10 (For more live animals, see the Critters chapter)
Tea, 6oz $0.50 Canoe $10.00
Telegram $0.50 per word Connestoga wagon (requires 4-horse team) $300.00
Tobacco, plug (chewing) $0.10 Flatboat $1.50 per foot
Tobacco, pouch (smoking) $0.20 Heavy freight wagon (requires 6-horse or mule team)
Visit to a doctor, $1.00, plus $1-2 more for medicines $500.00
Whiskey, "red eye" $1.00 per bottle Keelboat $3.00 per foot
Whiskey, Kentucky mash $4.00 per bottle Light freight wagon (requires 2-horse team) $200.00
Mule $90.00
BOUNTIES Pony $50.00
Bank robber $100.00-1000.00 Saddle Horse $60.00
Stagecoach robber $50.00-100.00 Stagecoach (requires 4 to 6-horse team) $1200.00
Train robber $100.00-500.00 Stagecoach fare, express $2.00 per 50 miles
These increase with the targets notoriety (Frank James Stagecoach fare, local $0.05 per mile
carried a bounty of $15,000.00 in 1876) Steamboat $100,000.00
Train fare, 1st class $10.00 per 100 miles
TOOLS OF THE TRADE Train fare, 2nd class $7.50 per 100 miles
Anaesthetic, chloroform $4.00 per bottle Two-seat buggy (requires 1 horse to pull) $80.00
Anaesthetic, ether $6.00 per bottle
Bear grease (metal preservative) $0.05 per pound
Blacksmith's anvil: Crafting rolls when working with
metal are at -1 without an anvil, $25.00
Blacksmith's forge: Crafting rolls when working with
metal are at -1 without a forge, $60.00
Blacksmiths tools: Crafting rolls when working with
metal are at -1 without Blacksmiths tools, $30.00.
Carbolic acid $3.00 per gallon
Carpenters tools: Crafting rolls when working with wood
are at -1 without carpenters tools, $40.00
Doctors tools: Healing rolls are at -1 when working
without doctors tools, $50.00
Gunsmiths tools: Tinkering rolls are at -1 when working
with guns without Gunsmiths tools.
Iodine solution $0.50 per quart
Masons tools: Crafting rolls are at -1 when working with
stone without masons tools.
Medicinal alcohol $2.00 per gallon
Miner's tools (picks, drills, shovels, etc.): Tinkering rolls
when mining are at -1 without miner's tools, $15.00
Potters tools: Crafting rolls are at -1 when working in
ceramics without potters tools.
Tailors tools: Crafting rolls are at -1 when working with
clothes or leather without tailors tools.

HOUSING
Homestead, 160 acres and must be worked for five
consecutive years $10.00
Townsite, 320 acres to be divided into 125 plots of 125' x
25' $400.00
Town plot, poor location $50.00
Town plot, mainstreet $400.00
Town plot, choice location $1000.00

Room, bordello $5.00 per night


Visit to a doctor, $1.00, plus $1-2
more for medicines

65
Folks and Critters

"I found him a loyal friend and good company.


He was a dentist whom necessity had made a
gambler; a gentleman whom disease had made a
vagabond; a philosopher whom life had made a
caustic wit; a long, lean blonde fellow nearly
dead with consumption and at the same time the
most skilful gambler and nerviest, speediest,
deadliest man with a six-gun I ever knew."
– Wyatt Earp speaking of Doc Holliday

66
Introduction Character Concepts
This section provides information on running non-player This section provides some ideas for different kinds of
characters (folks) and animals (critters). character who would fit into a GGSL campaign. Each
type of character has a brief description to get you
Folks started and a suggestion of one or more Suggested
Folks are human characters controlled by the GM rather Skills which such a character really should have.
than by players, hence the term “non-player character” Army Officer
being used to describe them (abbreviated to NPC). Folks An officer in the United States Army. Player characters
can be broken down into three groups; Regular Folks, using this archetype may be serving or retired officers.
Named Folks and Characters. Decisive or Indecisive are common Flaws amongst good
and bad army officers, respectively.
Regular Folks are just the run of the mill folks who Suggested Skills: Will, Influence, Shooting
hang around in the background and have little to do with
the game, or who act as disposable minions in action Army Soldier
scenes. Regular Folk's may have Skills, but don't have A footsoldier in the United States Army. Player
specialities or Drama points. characters using this archetype may be serving or
retired soldiers. Soldiers are often Proud.
Named folks are more important to the game and have Suggested Skills: Grit, Fighting, Shooting
their own names, personalities and histories. Named
folks usually form part of the story in a scenario and are
used by the GM to interact with the players and drive the
story forward. Named folks may have Skills and
specialities, but not Drama points.

Characters are key figures in a scenario and may have


Skills, specialities and Drama points.

For more detailed NPC's you can use the normal


character generation system.

War Weary Veteran


The veteran fought in the civil war and/or other wars
since (such as the Indian wars). They are tired of
fighting and are looking to settle down now. Such
veterans are often Haunted.
Suggested Skills: Grit, Fighting, Shooting

Blacksmith
The classic blacksmith, bulging muscles and tough as an
ox. Blacksmiths work in the sweltering heat of their
forges all their round to make horse shoes and metal
tools and implements. Blacksmiths are often Focussed.
Suggested Skills: Grit, Tinkering, Crafting

Bone Picker
The most prized part of the buffalo is the meat, which is
packed and shipped back east. Bone pickers pick
through the discarded carcasses of slaughtered buffalo
and extract the bones, which can be bundled up and
shipped back east where they are processed into
fertilizer, combs, dice, buttons, and bone china dishes.
Bone picking is a really quite disgusting job, involving
wading through dead buffalo guts day in and day out. It
is, though, quite a popular trade for homesteaders
looking to earn a few extra dollars. Pariah is a common
Flaw for bone pickers, as they stink of buffalo entrails
and no one wants to get anywhere near them.
Suggested Skills: Perception, Will, Survival

67
Bounty Hunter Chinese rail road worker
A bounty hunter makes their living by hunting down An immigrant Chinese rail road worker. These men (and
wanted outlaws and bringing them to justice, dead or women) are used to hard work and often have to climb
alive. Mercenary or Vigilante are common Flaws for around and work in dangerous places. Pariah or Poor
bounty hunters. English are common Flaws for rail road workers.
Suggested Skills: Will, Influence, Shooting Suggested Skills: Grit, Fighting, Athletics

Buffalo Hunter Con-Artist


Buffalo hunters are seasoned outdoorsmen who hunt the A con-artists makes his or her living by duping and
buffalo across the great plains for its meat and hide. scamming folks. Most con-artists play on peoples greed
Lone Wolf is a common Flaw amongst buffalo hunters. and some will never cheat an honest man. Lying Dog is a
Suggested Skills: Shooting, Survival, Perception common Flaw for Con-Artists.
Suggested Skills: Common Knowledge, Will, Influence

Cowhand
Cowboys and Cowgirls. Cowhands ride the long trails,
escorting herds of cattle to the railheads at places such
as Dodge City. The Cowhand spends most of their time
in the saddle on the range with occasional bouts of
carousing. The life of a cowboy is hard and tiring,
exposed to the full force of the weather all year round
with only the occasional opportunity to let rip. Cowboys
Code is also a common Flaw for cowhands.
Suggested Skills: Animal Handling, Grit, Perception

Buffalo soldiers
Black American soldiers. Buffalo soldiers were so named
by the Indians because of the similarity between their
tightly curled hair and the tightly curled hair of
Buffaloes. The Buffalo soldiers were respected by the
Indians and were hard fighters. Pariah is a common Flaw
for buffalo soldiers.
Suggested Skills: Grit, Fighting, Shooting
Dance Hall Girl
Cavalry Trooper A professional entertainer, some dancehall girls are just
A trooper in the United States cavalry. Player characters what they say, dancers, whilst others offer more
using this archetype may be serving or retired soldiers. intimate services. Dance hall girls tend to learn early
Proud is a common Flaw for troopers. how to talk their way out of dangerous situations and
Suggested Skills: Shooting, Animal Handling, Will many are quite familiar with the gaming tables.
Mercenary is quite a common Flaw for dance hall girls.
Suggested Skills: Agility, Influence, Gaming

Cavalry Officer
An officer in the United States cavalry. Player
characters using this archetype may be serving or
retired officers. Proud or Aggressive are common Flaws.
Suggested Skills: Shooting, Animal Handling,
Influence

68
Doctor Gunslinger
A member of the medical profession. Many doctors have A hired gun. The Gunslinger is a professional killer who
the Hippocratic Oath Flaw, which means that they have specialises in the fast draw, baiting opponents in drawing
sworn not to do harm to others. fast then gunning them down in cold blood. Cowboy Code
Suggested Skills: Healing, Learning, Influence or Mercenary are quite common Flaws for Gunslingers.
Suggested Skills: Shooting, Will, Grit

Retired Gunslinger
The retired Gunslinger has opted to hang up their guns
and live a more peaceful life. Unfortunately, they often
Federal Marshall have a Reputation and spend much of their time moving
Federal Marshalls are employed by the Federal on to avoid the young guns who are looking to make a
Government to perform a variety of jobs. Their main role name for themselves by killing the old timer. A lot of
is to act as the enforcers of Federal Law, often acting as retired Gunslingers have the Reputation Flaw and the
both Judge, Jury and Executioner out on the frontier, but Reluctant Flaw is not unusual.
they also act as prisoner escorts, census takers and Suggested Skills: Shooting, Will, Grit
messengers on occasion. A lot of Marshalls have the
Lawman Flaw Hunter
Suggested Skills: Fighting, Shooting, Connections, Hunters make a living by hunting game then selling the
Will meat and skins. Hunters are common in the mountains
where they hunt bear and other animals. Lone Wolf is a
Gambler common Flaw for Hunters.
A professional gambler. Most gamblers walk a fine line Suggested Skills: Perception, Survival, Shooting
between legal and illegal activities and often need to be
quick on their feet to avoid lynch mobs and bad losers.
Drifter is a common Flaw for Gamblers.
Suggested Skills: Gaming, Influence, Will

Homesteader
Homesteaders have packed up their belongings and
moved from the settled east to the Wild West to create a
new life for themselves by cultivating the land. Some
homesteaders have their families in tow, whilst others
have come alone with the intention of bringing their
Freighter family later or of finding a bride on the frontier.
Freighters are those men who work the mule trains Homesteaders often have the Dependent Flaw.
which carry cargo to the places where the rail roads Suggested Skills: Grit, Crafting, Tinkering
don't yet run. They're a hardy breed, not renowned for
the culture and refinement, used to long hours and the
varied hazards of the wilds (including bandits, Indians,
storms, exposure and animal attacks). Freighters are
often Proud men (or women).
Suggested Skills: Grit, Animal Handling, Survival

69
Indian Brave Logger
Braves are the warrior/hunters of Indian tribes. Most Loggers work the woods, felling trees and working
Braves are members of warrior societies and have the timber. They are a hardy bunch, wielding axe and saw all
Oath Flaw which represents specific oaths sworn as day long. Loggers are often Proud.
members of that society. Warriors code is a common Suggested Skills: Grit, Crafting, Fighting
Flaw for Indian Braves, as are Pariah, Poor English and
Proud. Loud-mouth
Suggested Skills: Fighting, Survival, Will The loud-mouth is a feature of every saloon in the West.
He mouths off to everyone, trying to pick fights, boast
about tough he is and asserting his “manhood”. Loud-
mouths are often bullies, physically strong, young and
don't tend to get much older if they don't wise up. Bully
is a common Flaw for a loud-mouth.
Suggested Skills: Influence, Grit, Fighting

Merchant
A merchant makes their living by buying cheap and
selling dear. Some merchants stay in one place and
others travel from place to place, trading as they go.
Mercenary or Selfish are common Flaws for a merchant.
Suggested Skills: Perception, Influence, Connections

Indian Chief
The chief of an Indian tribe. Important is a common Flaw
for an Indian chief, as are Pariah, Proud and Old Timer.
Suggested Skills: Will, Influence, Fighting

Mysterious Stranger
The mysterious stranger says little, but lets his actions
speak for him, shooting down those who cross him with
consummate skill. He is the consummate professional
who comes to a town looking for revenge. Vigilante is
quite a common Flaw for a Mysterious Stranger.
Suggested Skills: Will, Shooting, Fighting

Outlaw
An outlaw is a wanted man. Most outlaws certainly did
commit the crimes they are accused of, whilst a few are
innocent and may have been framed or wrongly blamed.
Mean as a Rattler, Reputation and Wanted are common
Flaws for outlaws.
Suggested Skills: Survival, Shooting, Grit

Indian Medicine Man


The spiritual leaders of the Indian tribes. Medicine men
are held in high regard by their fellow Indians and are
always consulted for advice on important matters. The
Medicine men are believed to be able to commune with
the spirits and act as liaisons between the spiritual and
mundane worlds. Important is a common Flaw for
Medicine Men.
Suggested Skills: Common Knowledge, Will, Influence

Stone Killer
Where the Gunslinger plays by the letter of the law in
their murdering business, the killer is a cold blooded
individual who kills without compunction or
consideration for the law. Stone Killers may kill at the
drop of a hat, or only for the money, but either way
they'll shoot you down in cold blood if that's what the job
demands. Murderous and Aggressive are common Flaws
for a Stone Killer.
Suggested Skills: Shooting, Survival, Will

70
Pinkerton Scout
A member of the Pinkerton detective agency. Pinkertons Scouts are typically employed by wagon trains or
are privately hired by rich individuals or the government military units to ride out from the main body and scout
to investigate and solve criminal cases. In later years the out the land ahead. Indians are often scouts, and white
Pinkertons will be incorporated into what will become scouts are often familiar with Indian customs. Lone wolf
the Federal Bureau of Investigation. Lawman or Curious is a common Flaw for a scout.
are common Flaw for Pinkertons. Suggested Skills: Perception, Survival, Animal
Suggested Skills: Influence, Shooting, Perception Handling

Politician
Politicians come in all shapes and sizes from town
mayors to congressman, senators and presidents.
Regardless they are all driven by a desire for power,
either for their own personal use or (more rarely) to
benefit those who elected them. Compassionate,
Important or Mercenary are common Flaws for
Politicians.
Suggested Skills: Will, Influence, Connections

Sheriff
A sheriff is employed by a town to enforce the law. Some
sheriffs are elected by a common vote, whilst others are
employed by the mayor of a town. Lawman is a common
Flaw for a sheriff. The Sheriff archetype can also be used
to describe a Marshall.
Suggested Skills: Influence, Will, Shooting

Prospector
A prospector goes out into country where they suspect
gold, silver or other minerals may be found, then sets up
and begins to look for them. Prospecting is a hard job,
but a success can yield huge riches. Prospectors range
from those following the latest gold rush to seasoned old
timers who've been at the game for decades. Prospectors
are often very Focussed.
Suggested Skills: Perception, Survival, Tinkering

Preacher
A wandering minister of some religion. Most preachers
are Christians who are seeking to spread the word of Sniper
God and convert the ungodly to their faith. Christian A sniper is a special type of soldier who specialises in
preachers often have the Compassionate or Evangelical shooting targets at long range with rifles. He (or she)
as a Flaw. moves silently into position before shooting and many
Suggested Skills: Influence, Humanities, Will snipers aspire to the creed “one shot, one kill”. Lone
Wolf is a common Flaw for a Sniper.
Fire and Brimstone Preacher Suggested Skills: Stealth, Perception, Shooting
A fire and brimstone preacher is a much more
aggressive preacher, seeking to convert people to
Christianity by threatening them with eternal damnation
if they don't. A preacher appeals to peoples desire for
eternal salvation whereas the fire and brimstone
preacher appeals to their desire not to go to hell. Pious
or Evangelical are common Flaws for fire and brimstone
preachers.
Suggested Skills: Influence, Common Knowledge, Will

Snake-Oil Salesman
A snake-oil salesman is a particular kind of con-artist
who specialises in selling fake medicines and cure alls to
local people. Lying Dog and Selfish are common Flaws
for a Snake-Oil salesman.
Suggested Skills: Influence, Will, Healing

71
Stage Coach Driver
Stage coach drivers are well paid (often making up to a
$100 a month) and are used to the hard outdoor life.
They are well regarded and many young boys dream of
becoming a stagecoach driver. Drifter is a common Flaw
for a stage coach driver.
Suggested Skills: Perception, Animal Handling, Grit

Trapper
Trappers live in the wilds and trap wild animals for their
skins and meat, which they then sell at trading posts.
Trappers are notoriously self sufficient and tend to like
their own company, often having the Lone Wolf Flaw.
Suggested Skills: Grit, Survival, Crafting

Texas Ranger
A member of the Texas Rangers, the much respected
(and feared) law enforcement agency of the state of
Texas. There's a saying “One Ranger, One Riot” which
says just about all you need to know about the Rangers.
Important, Proud, Lawman and Vigilante are common
Flaws for a Ranger.
Suggested Skills: Fighting, Shooting, Will,
Connections

Woodhawk
Woodhawks chop down trees along rivers and provide
cordwood (logs small enough to fit into the boilers) to
steamers. They are a hardy bunch who spend most of
their time in the woods. Lone Wolf is a common Flaw for
Woodhawks.
Suggested Skills: Grit, Crafting, Survival

Trader
Traders make their living buying things cheaply then
selling them on a for a higher price. Traders do much
the same thing as merchants, but they tend to be found
in the rougher parts of the west and better equipped to
handle themselves if a deal “goes south”. Selfish or
Mercenary are common Flaws for a trader.
Suggested Skills: Influence, Will, Grit

72
Critters terrain safely. Prospectors favour donkeys as pack
The following is a small bestiary of common animals animals. $30.00
found in the old west. Cavalry Horse: Fast and strong, the cavalry horse is
Most animals have a price listed. For domestic animals trained not to spook in battle. $100.00
this is the amount of cash required to buy a specimen of Draft Horse: Slow but powerful, true draft horses are
that animal. For wild animals this represents the value of uncommon out west. In the east they are used to pull
the animals pelt and meat if sold. wagons around urban areas. They're not very good for
riding, but make excellent workhorses. $60.00
Animal Behaviour
This section outlines common behaviours for different
kinds of animals.
A herbivores first response to a threat is to run away. If
they cannot run away, or they are protecting offspring or
mates, they will attack the threat.
An omnivore eats flesh and vegetation. An omnivore is an
opportunist and will attack prey if it is hungry and thinks
it can take the prey without injury, otherwise it will avoid
contact.
A sated carnivore (one which has recently eaten) will
ignore other animals unless threatened. If threatened it
will either attack if the target is not too threatening, or
move away if it is a serious danger. A hungry carnivore
will attack anything which it thinks it can kill without
taking undue damage.

Animal Skills and specialities Saddle Horse: The most common type of horse out
Animals are defined by Skills only, they do not have west, the saddle horse is quick and relatively strong.
specialities. They do tend to have modifiers to their Skills $60.00
though. This means that whenever you make a roll for an Mule: Excellent pack animals, mules are sterile donkeys
animal with the Skill, decide which dice is tens before and are far easier to maintain than draft horses. They are
rolling, then add the modifier to the roll, if any. notorious for refusing to overwork themselves. $90.00
For example, a bear with Grit+30 has a +30 modifier to Pony: Also known as mustangs, ponies are descendants
all Grit rolls, and also +30 to their melee damage hits. of wild horses and are commonly rode by Indians who
value the ponies ability to live off the land. Although not
Animal Drama exceptionally strong, they are very quick and agile.
Animals do not normally have Drama points, though the $50.00
GM may make an exception for some iconic creature Sheep: Stupid and even more stupid, sheep are used for
(such as Grizzly Adam's bear). meat and for wool. $5.00

Animal Damage Codes Wild Animals


Animal attacks inflict M damage (due to their natural The value listed for each wild animal is it's pelt and meat
claws, hooves, teeth, fangs and so on) and add any Grit value. The animals traits are summarised in the table
modifier to their damage values. after following their descriptions.
For example, if an animal with Grit+20 hits you with a
roll of 84 it inflicts 32 damage. Armadillo: Native to southern Texas. Not good for much
of anything beyond their curiosity value. .30¢
Animal Armour Black Bear: Common in the mountain states, the black
Certain animals have one level of natural armour against bear is usually not dangerous if left alone. $5.00
any attack, to reflect their size and/or the thickness of
their hide.

Domesticated Animals
The price listed for a domesticated animal is how much it
is worth to buy or sell alive.
Cattle: Cattle are strong but stupid and are commonly
used for meat. Prices vary widely from place to place,
depending on demand, anywhere from $5.00 a head to
$30.00 a head.
Dog: GGSL classes dogs into three groups; Small,
Medium and Large. Small dogs are terriers and the like, Grizzly Bear: Mean, deadly and best avoided. Grizzly's
Medium are Labradors, spaniels and so forth, and large are unpredictable and dangerous and a very real hazard
dogs are Alsatians, great Danes and the like. Dogs are in mountainous areas. $10.00
reasonably intelligent and easy to train and are found as Beaver: Beaver are small rodents noted for their habit of
both companions and working animals. Prices vary constructing dams. They are valued for their pelts. $2.00
widely, largely depending on the perceived “quality” of Buffalo: Buffalo are the lifeblood of the plains Indians
the animal, from nearly free to $100.00 or more. and are discussed in more detail elsewhere in these
Donkey: Donkeys are popular pack animals, renowned rules. $5.00
for their endurance and ability to navigate treacherous Coyote: Smaller but more intelligent than wolves,

73
coyotes are viewed as a nuisance by farmers and are sting though. A character stung by most scorpions is at
difficult to trap. 75¢ -10 to all rolls for a few days, due to nausea, pain and
Eagle: Large birds of prey, eagles are considered sacred sickness caused by the sting. Only a few species have
by Indians. There are quite a few varieties of eagle in potentially fatal stings, including the Bark Scorpion
America, including the Bald Eagle, Fish Eagle and (found in Arizona). These scorpions inject Scorpion
Golden Eagle. Captured live, they are worth $12.00. venom if they get a wound, rules for which can be found
Gila Monster: Native to the arid southwest, the gila in the Environment chapter under Toxins.
monster is a 2-foot long lizard with a poisonous bite. The
poison is not fatal to humans, but anyone who is bitten by
a gila monster is at -10 to all rolls for a few days due to
the nausea and sickness the bite induces.
Jackrabbit: Large, wild rabbits that are a nuisance to
farmers. 05¢ Skunk: When threatened, skunks spray a noxious, foul
Porcupine: Generally harmless, the porcupine is smelling liquid. Anyone hit by the skunks spray (treat as
covered with sharp quills that can cause nasty wounds to a Fighting attack) stinks to high heaven and is at -10 to
the unwary. Porcupines are not aggressive and only all rolls until they can get a really good bath $1.00
attack when defending themselves. Vulture: Carrion eating scavengers. They are often seen
Puma: Also known as cougars or mountain lions, pumas circling above wounded animals (and men), waiting for
are large hunting cats. They are fast and agile, and can death so they can feed and are not above attacking
be quite dangerous if cornered. $2.00 weakened prey to hasten death.
Raccoon: Native to forest lands, raccoons are intelligent Wolverine: Wolverines are renowned for their incredible
scavengers, as well as being cute. .50¢ ferocity, attacking and driving away animals many times
Rattlesnake: A deadly poisonous snake, the rattlesnake their size. They are a serious nuisance to trappers, quite
rapidly shakes it's tail when threatened, making a capable of inflicting nasty wounds. $1.00
rattling sound as a warning to stay away. On a successful Wolf: A pack hunting animal, wolves are a nuisance to
Fighting hit the target takes no damage but is injected both sheep and cattle farmers. Wolves are only a threat
with Rattlesnake venom, rules for which can be found to humans during very bad winters, where the wolves
in the Environment chapter under Toxins $1.00 starvation may drive them to attack lone travellers or
Scorpion: Despite their reputation, most scorpions are outlying communities. $1.00
relatively harmless. Some species do have a dangerous

Animal Fighting Cost in $


Cow Athletics, Grit+20, Perception 201
2
Cat Athletics, Perception, Fighting, Agility, Stealth -
Bull3 Athletics, Grit+30, Perception, Fighting 201
Buffalo3 Athletics, Grit+40, Perception, Fighting 51
Small Dog2 Athletics, Perception, Fighting, Agility, Stealth, Will 60
Medium Dog Athletics, Perception, Fighting, Agility, Stealth, Will, Grit 80
Big Dog Athletics, Perception, Fighting, Agility, Stealth, Will, Grit+10 100
Donkey Athletics, Grit, Perception 30
Pack of Rats Athletics, Perception, Fighting, Stealth -
Cavalry Horse Athletics+30, Grit+10, Perception 100
Draft Horse3 Athletics, Grit+30, Perception 60
Saddle Horse Athletics+20, Grit, Perception 60
Mule Athletics, Grit, Perception 90
Pony Athletics+10, Grit+10, Perception 50
Black Bear3 Athletics, Grit+30, Perception, Fighting, Will 51
3
Grizzly Bear Athletics, Grit+40, Perception, Fighting, Will 101
Coyote Athletics, Grit, Perception, Fighting, Agility, Stealth 11
Gila Monster Athletics, Grit, Perception, Fighting -
Puma Athletics, Grit+10, Perception, Fighting+10, Agility, Stealth, Will 21
Rattlesnake2 Athletics, Perception, Fighting, Stealth 11
2
Deadly Scorpion Athletics, Perception, Fighting, Stealth -
Wolverine Athletics, Grit, Perception, Fighting+10 11
Wolf Athletics, Grit, Perception, Fighting, Agility, Stealth 11
1
Means pelt and meat price
2
Any successful hit on this animal kills it, due to it's small size
3
Animal has one level of natural armour against all attacks.

74
Harris County

“In 1881 I went to Wyoming and returned in


1882 to Miles city and took up a ranch on the
Yellow Stone, raising stock and cattle, also kept
a way side inn, where the weary traveller could
be accommodated with food, drink, or trouble if
he looked for it.”
-Calamity Jane

75
Wyoming The Red Desert
The Great Plains meet the Rocky Mountains in Wyoming. The Red Desert is tucked away in the South West corner
The state is a great plateau broken by a number of of the County and is a High altitude desert inhabited by
important mountain ranges. In the northwest are the Shoshone and Ute Indians. The desert is a mixture of flat
Absaroka, the Owl Creek, Wyoming, Gros Ventre, Wind plains, badlands and deep valleys, canyons, buttes and
River and the Teton ranges. In the north central are the other features.
Big Horns; in the northeast, the Black Hills; and in the The Oregon Trail
southern portion of Wyoming, the Laramie, Medicine Oregon trail passes through the southern part of Harris
Bow and Sierra Madre ranges. county (the Red Desert) and passes through the
The Continental Divide cuts through Wyoming from the mountains at South Pass. There are several forts on the
northwest to the south central border. Rivers east of the trail. The trail is much quieter now than in it's heyday of
Divide drain into the Missouri River Basin and eventually the 1860's, being replaced by the transcontinental rail
the Atlantic Ocean. They are the Platte, Wind, Big Horn road in 1869.
and the Yellowstone rivers. The Snake River in northwest
Wyoming eventually drains into the Columbia River and
the Pacific Ocean, as does the Green River through the
Colorado River Basin.
Wyoming has the second highest mean elevation in the
United States at 6,700 feet above sea level. The climate
is semiarid, but because of its topographical diversity, it
is also varied. Annual precipitation varies from as little as
five inches to as much as 45 inches a year, some in the
form of rain and some in snow. Because of its elevation,
Wyoming has a relatively cool climate. Above the 6,000
A Chuckwagon
foot level the temperature rarely exceeds 100 F. Summer
nights are almost invariably cool, though daytime
South Pass
readings may be quite high. Away from the mountains,
The Southern pass through the Rockies, where the rail
low July temperatures range from 50 to 60 F.
road and Oregon trail runs. The pass is steep, narrow
and winding, with just enough room for the train to pass
Harris County through. Snow blocking the tracks is a constant problem
Harris County is a large, and entirely fictional, county in in the winter months.
western Wyoming designed to be used as a campaign
environment for your first GGSL game. Hell's Half Mile
The very western edge of the county is the rocky A tremendous set of rapids on the upper reaches of the
mountains themselves. The southeast of the county is Snake River. In the spring time the rapids can be heard
high desert (the red desert). The middle east is a line of from miles around as the snow melt pours through them.
the Rockies pushing out into Wyoming and splitting the
county in two (North and South), the Wind River range. Sky Butte
The north east of the county consists of low hills A large granite butte topped with deep valleys. There is
marching down from the Rockies to the wide plain of the no easy path up to the top of the Butte and getting there
Bighorn river, then rising back up to the Bighorn requires climbing up vertiginous granite walls.
mountains on the easternmost edge of the county. • Bandits might be operating from a hidden camp
The rail road just enters Wyoming in the very Southern on Sky butte, using a hitherto unknown secret
part of Harris county. The Oregon trail runs through the passage to avoid climbing the walls. The party
Red Desert in the south of the county. could be asked to investigate.

Indian tribes Fort Horn


The following Indian tribes can be found in Harris Lies along the Bighorn river in the North East of the
County. County. A frontier outpost on the edge of the Rocky
mountains. With the decline in use of the Oregon trail
• Arapaho • Kiowa
since the rail road came the fort has been downsized and
• Comanche • Lakota just holds a small garrison now.
• Cree • Shoshone • Party is caught in the fort during a large scale
• Crow • Ute Indian attack. They must work with the tiny
garrison to hold out against the savage horde in
the oversized fort until reinforcements arrive.
Interesting Places
Most of the places just have a paragraph attached, the Yellowstone
town of Comanche Wells has more detailed information The Yellowstone plateau lies in the North West of Harris
and is suggested as a possible “centre of operations” for County and is populated by Shoshone and Crow tribes.
a campaign set in the County. Each place has several Whilst being a beautiful place, the plateau has little of
possible adventure ideas, presented for the GM to flesh economic value so whites have generally stayed out of
out with more details. the Indians way.
Gannet Peak
• The party are hired to negotiate the return of
The highest peak in Harris County (and Wyoming), at something taken by the Indians on the plateau.
13,800 feet. How they accomplish the return is up to them.

76
Rippling Hills Williams Find
Rippling hills lies just outside the Yellowstone plateau A boom town (lawless, gold and silver, Indian problems)
and is a bustling town on the Red Creek river. The town near south pass. It lies on the rail road and acts as hub
is now a centre for buffalo hunters, with hundreds of for the gold mining conducted in the region round South
hunters working the plains around the town for buffalo. pass. The local Shoshone tribes are not happy about the
The buffalo are processed and the meat and hides miners and running skirmishes are a regular part of day
shipped out by river, the river route eventually meeting to day life. An army garrison is based at Fort Williams,
the rail road in the south of the county. The name just outside the town.
Ripping Hills is an Indian name which reflects the sheer • A young boy has gone missing and the locals
size of the buffalo herds in the areas, they are so large blame the Indians. If the party can't find the
that they can cover whole hillsides in a rippling brown missing boy soon the powder keg will ignite with
carpet. bloody consequences.
• A dying old timer asks the party to protect his
claim until his son arrives from back east to
take. In exchange they will get a percentage of
the profits from the mine for the next three
years. The mine is rich with gold. The party
must defend the claim from bandits, Indians and
roguish con-men, amongst others.

Cutters Canyon
The rail road cuts through a canyon in a low range of
hills and Cutters Canyon lies at the western end of the
Canyon. Cutters Canyon is a railhead for local cattle
ranchers and, as such, tends to have a lot of boisterous
cowboys in town at any given time.
• The party are in town during when several
Dry Hollow large, and mutually antagonistic, cowboy groups
Twenty years ago Dry Hollow was a small boom town, come into town. The sheriff makes them
centre of a mini-gold rush. The gold ran out and the town deputies and they must help keep the peace.
ran out of luck. Now it is a dusty ghost town populated
only by sage brush and rattlesnakes. Pleasant Meadow
• Bandits are using Dry Hollow as a camp to A sedate little farming town in the middle of Harris
County.
attack stagecoaches from. The party are hired
by the stagecoach company to sort this out. • The town is plagued by a bandit gang and the
town mayor hires the party to deal with the
Snake River Bluffs bandits.
A bustling river halt (paddle steamers, hoodoo and • The sheriff is taken ill and the party deputised,
riverboat gamblers). It is built where a line of bluffs mark then a murder occurs and they must investigate,
the river bank and nestles under their shadow on the interviewing witnesses and gathering clues to
rivers edge. Snake River Bluffs marks the farthest up find the killer before they strike again. If the GM
river that paddle steamers can operate. Steamers run a wants to heighten the tension the killer might
shuttle service, and cruise service, downriver from here. strike every night, and the longer the party
• Enterprising gamblers might wish to go aboard takes to solve the crime, the more killings that
a riverboat casino and try their luck. will happen.
• A gang of pirates has been plaguing riverboat
Look Out Point
traffic a little way downriver. The party is hired
A small settlement at the foot of the Look Out Hills on
by the riverboat company to ride shotgun on a
mineral river. Lookout point serves mainly as a trading
boat. They are attacked and beat off the pirates,
post with the local Shoshone and Ute tribes, and as an
then the captain offers them a bounty to follow
offloading point for cargoes from Mineral River. The metal
the pirates back to their hideout in a hidden
is unshipped, then taken by road to Founding.
cave and finish them off.
Look Out Hills
An isolated range of low hills in the heart of the rugged
Mineral River terrain of the Red Desert.
A smelly, dirty, industrial town, built on iron ore and
copper deposits. Mineral River is run by the several large Founding
ore extraction and processing companies which make In the heart of the Red Desert, Founding is fuelling stop
their home here. Just about everybody in town is for trains travelling along the Railway. It is also the
employed, directly or indirectly, by these companies. loading head for metal cargoes shipped from Mineral
• The company has been having problems with an River via Look Out Point.
Indian band who are trying to stop them
despoiling the landscape, using sabotage and Meakersville
terrorism. The party could be hired by the A rowdy ranching town. Meakersville is dominated by
company to deal with the Indians, or might join two large feuding clans who ranch cattle nearby. The
the Indians in attacking the company. town is caught between the two clans and violence
regularly erupts between them. It will only take a severe

77
enough incident to turn the feud into a full scale range services and a small, but profitable, opium
war. trade. The opium trade is run by the 34 year old
• If a Range war breaks out the party could join Lao Mai Chan, a young woman who represents
either, or both, sides as freelance soldiers. They the triads interests in town.
might even join the sheriff to try and restore • Sheriffs Office: The office of Sheriff John Iron
peace. Horse. The Sheriff is a Comanche Indian. It's
obviously very unusual to have an Indian sheriff
Harrisburg but Iron Horse has done such a good job of
County seat and site of the County court and jail. keeping the running battles between the local
Harrisburg is a large city which houses the territorial Comanche tribes and the whites from spilling
government house, county jail and courthouses and a into town that everyone supports him
multitude of other businesses and residences. unequivocally. It also helps that's as hard as iron
and quick as lightning with a shotgun.
• Livery Stable (prop. Ernst Jungen): A
successful business, the livery stable caters to
the stagecoach trade and Ernst is agent to the
local staging companies (you see him to book
passage on the stage). Ernst is in his mid
thirties having emigrated from Germany around
ten years ago. A jovial chap, noted for being the
unbeaten town wrestling champ since he moved
here.
• General Store (prop. Clarence Whittaker):
Mr Whittaker's store stocks just about
everything a body could want and anything else
can be ordered in from the wide range of
catalogues he keeps in the shop. Mr Whittaker
is getting on in years, being in his early 60's,
Comanche Wells and much of the hard work is done by his son,
Comanche wells is a small town in Harris county noted Bill (who is in his 40's). Clarence's wife, Martha
for it's large lake, the “Comanche wells”. This lake serves Whittaker, died of a fever a few years ago.
as a watering stop for stagecoaches crossing the Red • The Lucky Dice Saloon (prop. Bill Parsons):
Desert desert and the town has grown up on it's western reasonably straight games of chance and some
shore. The route is busy, with stages coming through two hotel rooms. Most travellers stay at the Oyster
or three times a day. Passengers usually stay in one of or Flamingo. Bill Parsons is a retired lawman
the two hotels in town, the Flamingo (prop. Roland Earl) from back east, a city cop with twenty years on
or the Golden Oyster (prop. Margerie Dunbar). the beat.
Key People and Places • Green Gables (prop. June Aday): A well kept
• The Flamingo Hotel (prop. Roland Earl): whorehouse. Girls from the Gables frequent the
Lucy Dice next door and June has a deal with
The main competitor to the Oyster, the
Bill, giving him a cut of her profits in exchange
Flamingo is a more homely hotel, preferred by
for her girls being allowed to solicit in the
those who seek a more personal lodging
saloon.
experience. Roland Earl, his wife Jane and their
four sons all live in the hotel and it has very
• Annie “Temperance” Brennan: Annie is the
family atmosphere. leader of the local temperance movement. In
• The Golden Oyster Hotel (prop. Margerie fact, she is the leader and only member, as well
as being the church pianist and staunch
Dunbar): The Oyster is a good quality hotel
Christian
which caters almost exclusively to the
stagecoach trade. Margerie Dunbar runs a tight
• Lakeview Church (prop. Reverend Ian
ship and doesn't skimp on the quality. She is Davis): Reverend of the small protestant church
unmarried, in her late 40's, and maintains a in town. Davis is an unassuming man who looks
pleasant but formal manner with the clientèle out for the poor and downtrodden in town whilst
Neither the Oyster or Flamingo approve of tending to the spiritual needs of his parish. His
prostitutes in the hotel, directing anyone one vice is his occasional visits to Green Gables.
seeking such diversions to go to the Green Using Harris County
Gables. Harris County is a good place to run your first GGSL
• China Town: The nominal leader of the small campaign. You might want to consider basing your
Chinese community is Chi Bao Heng, a 67 year characters in Comanche Wells, which is a fairly central
old Chinese patriarch. Comanche Wells' China location in the County. This gives the characters a place
town is pretty normal, it's main relations with to operate from and a chance to get to know the locals.
the white community being through laundry

78
A Map of Harris County

79
Introductory Adventure surface in the mornings and anyone who opts to sleep
outdoors should make a DIFF 50 Grit(constitution) roll. If
Bandits! they fail they are at -10 all next day due to their cold and
tiredness (there are plenty of hotels in town). If they
NPC's critically fail they die of hypothermia (thought they may
Unless stated otherwise, all characters in this scenario cheat death as normal by sacrificing a Drama point).
are regular folks. They have relevant Skills and no Drama On the morning of the second day (about two hours after
points or specialities. setting out from Casper) the coach is attacked by bandits
as it fords the Copper River at Kennedy's ford.

The Bandit Attack at Kennedy's Ford


There are seven bandits and Rosco Kenny. Kennedy's
ford is a crossing over the Copper River.
Every character should make a DIFF 50
Perception(wilderness) roll as they approach the ford. A
success spots the bandits who are hiding on the far bank,
waiting and carefully hidden.
Rosco Kenny will call out for the coach to surrender once
The Comanche Wells-Harrisburg it is half-way over the ford and characters can easily see
Stage the bandits in cover with pistols and carbines pointing at
them.
The Mission It will take the coach driver ten rounds to get the coach
The stagecoach company hires the party to find out who across the ford from the moment the action starts. Both
is raiding their coaches and to deal with the problem. sides are lightly wooded with plenty of partial and Hard
The pay is $10 a day for each character. Cover from trees, boulders, high grass and bushes.
The party should accompany a stagecoach which is
attacked. Ideally the party should chase off the bandits The bandits are in Hard Cover on the far bank. The ford
then follow them back to a small nearby town, Copper is forty yards across and knee deep in water, which
Creek, but a violent thunderstorm swirls up, so they lose halves movement through it.
them. All the party know is that the bandits went into
town. If combat begins the characters are not surprised, having
The party find the locals who are scared of the bandits been alerted by Rosco's call to surrender, but the bandits
and it's up to the party to identify the bandits and bring will have already Aimed at them.. so the bandits first
them in. The bandits were all wearing masks so the party shots get +20 to hit.
will have to listen in to gossip and influence local people
so they can work out where everyone was at the time of The bandits will concentrate their fire on the most
the raid.. then they can try and work out who the dangerous opponents and tend to ignore unarmed or
offenders were. non-threatening characters.
The local sheriff has no interest in getting involved and
may even obstruct the characters. The twist is that the Anyone inside the coach has Hard Cover.
bandits are paying off the townsfolk who are turning a
blind eye to what's going on because of the money, so the Anyone trying to fight or shoot whilst in the water is at
townsfolk may turn on the party if they find the bandits. -10 to all rolls as they fight to stay upright in the fast
flowing stream. Anyone incapacitated or knocked down
Setting in the water will move five yards downstream at the start
The characters are in Comanche Wells in March 1876 of each round until they use an action to get up again.
and are hired to capture whoever who keeps attacking The ford is fifty yards wide and the coach is at the
the Silver Line stage coaches on their route between midpoint. If a character is swept more than twenty five
Comanche Wells and Harrisburg. It may be Indians yards downstream from the coach they are swept away
(Lakota Sioux tribe are found in the area and are hostile and will wash up a long way downstream, wet and fed
to Whites) or bandits. They can travel with a stage coach up. They are out of the fight, but can rejoin the party
which is to run to Harrisburg, two days away. The first after combat ends.
day is fine and dry. A couple of hours out of Casper the
coach observes a group of Lakota watching from the
nearby ridge line as the coach follows the valley road.
Everyone knows that relations with the Lakota are not
good at the moment.. war is in the air. The GM should
encourage the players to get nervous and overreact, as it
happens, the Lakota have no interest in the coach and
will follow the stage for half an hour or so before riding
off. This is a good time to tell the players that Lakota
scouts often range away from the main war party and
may now be riding to bring reinforcements to take the
coach.
Nothing actually happens and the coach stops at Casper
overnight.
Its freezing cold at night (being March and at about
Rosco
5000ft elevation on the wide plain), with ice on any water

80
The Stagecoach
Once the bandits realise that they are not in for an easy The following people are on the stagecoach. They are all
win, and that the party are going to put up a fight, they regular folks, except for Mr Sudbury. Riding trait is used
will retreat backwards and mount their horses to gallop to control the stagecoach, if a player should decide to
off. Typically, the bandits will withdraw after five or six take control.
rounds.. earlier if they start taking casualties. Old Ernie: The stagecoach driver. A bluff old-timer
who's been riding the coaches all his life.
Whatever happens, Rosco Kenny must survive this Ms. Emily Higgins: A lovely single schoolteacher on her
encounter. way to her new job. Emily tends to scream and faint if
trouble breaks out, but if really threatened she'll fight
8x Bandit Cowhands (all with Shooting and Grit)- 4 back, kicking and screaming.
w/peacemakers and 2 w/Spencer repeating carbines Dr. Davis: A respectable doctor, also on his way to a
Rosco Kenny (Fighting, Grit, Animal Handling(riding), new job. Actually he's a snake-oil salesman, real name Ed
Will(nerve), Shooting)- two Drama points and is armed Delaney.
with a Peacemaker & Spencer repeating carbine

.45 Peacemaker (L damage, 30/80 range, 6 bullets


when fully loaded, Can fire single shot or short bursts if a
hand is free to “fan the hammer”, wielded in one hand)
Spencer Repeating Carbine (L damage, 20/200
range, 7 bullets when fully loaded, Can fire single shot
only, wielded in two hands, or one hand with a -20 Izzy's Sodshack
penalty to hit)

The Storm Mr. Sudbury: A small, very quiet, bespectacled man. If


Shortly after the encounter at the ford an almighty asked he will say he is an articled clerk and little else,
thunderstorm rolls in. Visibility is reduced to feet by the taking papers to a client. Mr Sudbury is in fact a hired
torrential rain and anyone who tries to continue through assassin en route to kill someone. If his bags are opened
the storm on horseback should make a DIFF 50 a variety of quality pistols, knives and garottes can be
Grit(constitution) roll. If they fail they catch a chill and found in a hidden compartment.. the tools of his trade.
will be at -10 to all rolls for the next four days as they are Mr Sudbury will not get involved in fights unless
struck down with uncontrolled shivering, shaking, attacked first, in which case he will swiftly and efficiently
sneezing and a high temperature. kill his attacker.
The storm wipes out any trail, but once it lifts the only
visible settlement is Copper Creek, along the river valley Mr Sudbury (Shooting(pistol), Speed(initiative)) armed
and up into the hills. To get there the characters must with one Sudbury special breech loading pistol hidden in
follow the trail along the river and up into the hills, an bag and five Drama points
hour or twos ride. If the characters don't dilly-dally they
can get to Copper Creek before nightfall. The PC's should Sudbury special breech loading pistol (M damage,
make Common Knowledge(great plains) rolls and the 20/70 range, one bullet, Single shot only and wielded in
character who rolls highest knows the following about one hand)
Copper Creek (the information in the box below). Anyone
from Wyoming gets a +20 on the roll. The Bandits
With the towns slow decline MacArthur and Rosco Kenny
Copper Creek, Wyoming came up with a plan to revive the towns fortunes. They
Copper Creek is slowly dying on its feet. The town was rounded up a gang of bandits who now work on the Lazy
founded around twenty years back to cater to the needs Eight, taking their time so no one suspected foul play,
of miners on the nearby Copper River, which had several then set to work holding up stagecoaches, trains and
valuable copper lodes. The lodes have been mostly anything else passing nearby to Copper Creek. They have
mined out now and only a few miners remain. The town been bribing a town clerk in Casper who passes on
now caters largely to the few remaining miners and itinerary information for suitable targets, so the bandits
loggers up in the higher Wind River mountains nearby. can be ready and waiting for them.
Copper creek has a population of around one hundred The townsfolk don't question the regular influx of new
and the section below highlights some of the main wealth into the town and everyone is happy, so when the
characters of the town. Unless stated otherwise treat party start nosing around they may find themselves
these characters as Regular Folks. getting into hot water.
The only thing upriver from Copper Creek are small
mining camps and prospectors. The Townsfolk
Each character has two pieces of information, what they
will say and what they know. What they say is easy, they
will tell it in passing. To get at what they know (noted in
italics) requires a successful DIFF 50 Influence(relevant
speciality) roll.
Izzy Wagoner: Local drunk and old timer. Izzy's shack is
on the edge of the town, up on the hillside looking down,
and is the first location the party will encounter on
Main Street coming into town. Izzy is a talkative old soak and will

81
readily mention that a gang of riders rode into town derringer in his right sleeve, but will strap on a pair of
during the storm and haven't left. Izzy knows nothing peacemakers when going into a fight
about the conspiracy.
Bill Valance: The Saloon keeper. Bill just chats about .45 Peacemaker (L damage, 30/80 range, 6 bullets
the weather and other pleasantries in passing. Business when fully loaded, Can fire single shot or short bursts if a
has been a bit slow but the cowhands from the Lazy hand is free to “fan the hammer”, wielded in one hand)
Eight always seem to have money, which is a bit odd .44 Derringer (L damage, 30/50 range, 1 bullet, Single
because the summers been poor this year. shot only, wielded in one hand and easily concealed
Mary Mahone: Irish Bar girl and Banks girlfriend. Mary inside clothing)
is a dancer, entertainer and singer, but she is not a
prostitute and anyone who suggests that she is will likely
have to deal with Bill Valance or Banks, if he is present Hernandez the Barber: Mexican barber. Hernandez os
when its said (Mary is a good way to start a bar room chatty enough and will talk at length about his wife and
brawl). Like Bill, Mary has noticed that the cowhands children (three young sons and two young daughters).
from the Lazy Eight never seem to be short of a bob or His father came north from Mexican and set up the
two. Some of them are a mite rough too.. even for barbers shop which Hernandez inherited. He very much
cowboys. hopes that his sons will continue the business after him,
Sheriff deWayne Wright: Anything for a quiet life is and there will usually be on of the Hernandez boys
deWayne's motto. He is not in on the bandit scam and sweeping up around the shop. The barber will note that
will harass the player characters if he thinks they are the miners always seem very poor and the cowhands off
unduly harassing townspeople. He will lock characters the Lazy Eight seem surprisingly well off, but he assumes
up overnight for harassing people and tell them to git this is because Rosco pays well and they have had a good
out'a town the next day. DeWayne has two deputies, Bill season.
Coltrain and Ray Sparks. DeWayne knows nothing about Mrs Regina Scott: An upstanding lady and the owner of
the bandits, but does have a few choice words about the the Scotts Pine Hotel. Regina inherited money when her
miners. They tend to come into town and get right royal mother died and decided to move west and set up her
drunk, giving him a hard time keeping the peace. own hotel. Regina also has the towns stable behind the
DeWayne thinks that the miners are up to no good and hotel, run by an old timer named of Ezekiel Hunt. He
thoroughly disapproves of them. knows nothing about anything, being careful to mind his
own business.
She is an upstanding local citizen and is having a secret
Bill Coltrain & Ray Sparks, Deputies (Shooting, Grit, affair with the Mayor. Like the Mayor, she will clam up if
Will)- usually armed with peacemakers or double- questioned, unwilling to discuss anything, assuming that
barrelled break open shotguns when trouble's brewin`. the questioner is interested in the affair.
Sheriff deWayne Wright (Fighting(brawling), Grit, The Right Reverend Donald Murdoch: The towns
Perception(human), Influence)- 2 drama points, armed Minister. Murdoch has a small church on the outskirts of
with a peacemaker or shotgun when troubles brewing. town and is a classic fire and brimstone Preacher.
Murdoch is not much liked round town, being a bit of a
.45 Peacemaker (L damage, 30/80 range, 6 bullets rabid extremist. He lost his wife to the consumption a
when fully loaded, Can fire single shot or short bursts if a few years ago and now, every week or so, tends to get
hand is free to “fan the hammer”, wielded in one hand) drunk in the church then stumble into the saloon or
Double barreled break open Shotgun (H damage, casino and berate the customers for their wicked ways.
20/80 range, Single shot only, but can fire both barrels Rex or Banks usually escorts him back to the church and
together for 2H damage, Wielded in two hands) puts him to bed, or Mary will do it if he is in the saloon,
she has a bit of a soft spot for him because he lost his
Mayor Dobbs: The Mayor of Copper Creek. A bombastic wife. The next day he always wakes up and is very
sort, incompetent and stupid but good at giving contrite and apologetic, going round to apologise to
speeches. MacArthur is the real power behind the everyone. He knows nothing about the banditry.
throne. The Mayor hasn't got a clue what is going on in
town and is a total puppet for MacArthur. He is having a
very quiet affair with Regina Scott which he wishes to
keep secret. If anyone pushes him for information he will
assume they are referring to that affair and will get very
defensive.
Mr Macarthur: Mayor Dobbs private secretary, a very
quiet self-effacing gentleman and leader of the bandits.
In a former life, before coming to Copper Creek,
MacArthur went under the moniker “the Quicksilver Kid”
and was a feared gunfighter on the Kansas/Texas border.
His bandit activities in Copper Creek are a mixture of The Church
greed and altruism, in that he is getting rich but also
helping the town out by bringing money in. MacArthur Jeremy Castille, The Casino owner & his two
knows everything about everything in the town. bouncers, Rex and Banks: A retired card sharp
(gambler), Jeremy has used his ill gotten gains to set up
Mr MacArthur, Mayors private secretary, Bandit Leader the Shining Star casino. Jeremy is a bit of a wide-boy but
and retired Gunslinger (Will(guts), Shooting(pistol), is basically honest. Rex and Banks are his bouncers. Rex
Speed(initiative), Grit)- has six Drama points and is the talker, a skilled fighter, wiry and reasonable.
normally carries a concealed double-barrelled .44 Banks is the silent type, a mountain of muscle who steps

82
in when Rex can't talk someone down. Rex and Banks likely only speak after being beaten in a good old
may get involved if the party try and push Jeremy too fashioned fist fight. They had taken their horses to a
hard. Neither Rex nor Banks goes armed, but if someone nearby clean watering hole, which is why they were out
pulls a gun Jeremy has a double-barrelled shotgun of camp.
hidden behind the bar which he'll pull.
Jeremy knows that there is some kind of conspiracy
involving the mayor and one of the local ranchers,
although not which one.

Rex (Fighting(brawling), Influence, Grit, Will)


Banks (Fighting, Grit(muscles & toughness)

William George: The town blacksmith. Remarkably,


William is a thin, wiry man who looks nothing like the
traditional blacksmith, but make no mistake, he's as
strong as an ox, having Grit(muscles+10). William once
wrestled Banks into submission.
If asked about the miners, William went out to the The Miners
Miners Camp Thursday morning to do some work and
found no one there.
Terry Lambert: Terry owns the Double Ace ranch Miners- The miners are regular folks and will fight
outside town, the other major ranch. He's had a terrible unarmed or with improvised weapons such as spades,
year and is on the verge of bankruptcy but he's not shovels and pick-axe handles
telling anyone that. Terry knows nothing about the Bill Malone, Gruff Miners Leader (Perception, Grit,
conspiracy but cannot work out how Rosco is doing so Influence, Tinkering)- one Drama point
well.. particularly when he has an even smaller herd than
Terry. There's also been several incidents with some of Cudgels (Improvised Fist Weapon, L damage)
Rosco's cowhands out on the range.. they behave more Axe Handles, (Improvised Ordinary Weapon, M
like hired thugs than cowhands. damage)
Moses Strode and Miranda Strode, The general Pick Axes and Sledge Hammers (Improvised Great
store owner & his wife: Moses and Miranda have been Weapon, H damage)
in Copper Creek since its founding and are a good solid Hoes and Rakes (Improvised Staff, M damage)
pillar of the community, at least on the surface.
The strodes are in collusion with the “bandits”, fencing The other bandits: In addition to Mr MacArthur there
much of the goods they steal. A DIFF 50 Perception roll are ten other bandits (minus any who were taken out in
in the store will notice some items for sale that clearly the battle at the Ford) who are working outside town as
look out of place. Neither of the Strodes will respond hands at the Lazy Eight ranch. Note that of the fifteen
well to influence attempts and likely call the sheriff who cowhands working the ranch, only ten are bandits, the
will intercede and warn off, or arrest, the characters. other five are entirely innocent. Rosco has been careful
to make sure the Lazy Eight boys don't flash their wealth
around, but they do tend to get baths and shaves at the
barbers in town more often than most. His plan is to
send them into Harrisburg in a few weeks to put their
money in the bank.
Rosco Kenny: Owner of the Lazy Eight and Mr
MacArthurs partner in crime. Rosco obviously knows all
the about the operation.
Little Jim: The young farm boy on the Lazy Eight. Little
Jim isn't party to the criminal goings on, but is certainly
aware that something odd happens, six of the hands
The General Store riding out at odd times and so on. He also notes that
those six hands are a lot rougher than the others.
The Miners: The miners tend to live outside town,
working a small copper lode. There are about two dozen Coral Canyon
of them and they tend to keep themselves to themselves. A narrow winding defile which must be passed through
They are often suspects for the crime and the real to get to the Lazy Eight ranch. Going round the canyon
bandits will do their best to shift the blame onto the will add several hours onto the journey (which only
miners. The miners are a surly bunch and will react badly normally takes an hour on horseback).
to even the mildest inquiries (throwing insults or even If the bandits set up an ambush they (the bandits) will all
fists at PC's), a reaction that could be interpreted as have Hard Cover. Player characters can get into Hard
guilt. The miners are surly because the lode is drying up Cover easily once combat begins.
quickly and they know they will soon have to move on. If the bandits are set up, the players need to make DIFF
The miners leader is Bill Malone, a gruff man in his 70 Perception(wilderness) rolls to spot the ambush,
forties who informally leads the miners. They are mining otherwise they walk or ride straight into it.
the lode under license to the owner, a bank in Texas, The canyon is a narrow winding defile and ranges
splitting the yield 70:30 with the bank. between combantants will rarely exceed twenty yards.
The miners were all out of the camp on Thursday
morning, they will refuse to say where they were and will

83
The Ranch
The ranch consists of several corrals and a scattering of
buildings and outhouses. If the bandits are chased off
from Coral Canyon they'll retreat back to the ranch and
try and get into defensive positions in the buildings.

Events
Following the stagecoach raid the characters will likely
pursue the bandits, lose them in the storm then end up
in Copper Creek. The party should then investigate the
town to try and find the bandits. This will involve
speaking to each of the NPC's listed and extracting what
information they have, then following up those leads.
Hopefully, the players will follow the red herring and get
into strife with the miners at some point.
If the players are too intimidating or threatening with the
townsfolk the Sheriff will step in and warn them off.
If the party are getting near the truth Mr MacArthur will
ride out to the Lazy Eight and arrange an ambush for the
party, then send Little Jim into town to ask for the party
to come out to the Ranch to meet with Rosco who has
something information which they need to know.

In the meantime, the bandits will set up an ambush in


Coral Canyon (en route to the Lazy Eight) and try and
gun down the party.

If the bandits are driven off they will retreat to the ranch
and fortify it, waiting for the party to try anything. If the
party try to take the ranch a gunfight ensues.

The characters may with to go in single-handed and take


them out, but they may decide to ride back to town after
the Coral Canyon encounter and tell the Sheriff.

If this is done the sheriff will mobilise a posse of aroud


twenty armed townsfolk and ride out. The characters
may wish to ride along or not, either way, Rosco and his
men aren't stupid and will be long gone when the posse
arrives.

MacArthur and/or Kenny will be good recurring villains


in this case as they have vamoosed with the other
bandits.

Experience Awards
Use the guidelines in the Game Mechanics chapter to
award experience points to everyone.

Continuing Adventures
Once the bandit problem has been dealt with the party
may wish to stay in Copper Creek and use it as a base of
operations.

84
Jawin`

Jawing: Talking. "We sat around the campfire


just jawing."

85
Introduction responsibility or a difficult task. "Quit beatin' the devil
This section is a glossary of some common phrases and around the stump and ask that girl to marry you."
words used in the Wild West. To make your game play Bee in your bonnet: An idea.
more interesting, you may wish to try and use these Bee:A gathering of friends, family and neighbours to get
phrases in play. a specific job done Usually used with women’s quilting
get togethers: a quilting bee.
A Hog-Killin' Time: A real good time. "We went to the Beef: To kill. (This came from killing a cow for food.)
Rodeo Dance and had us a hog-killin' time." "Doc Holliday beefed a man today.”
A Lick and a Promise: To do a haphazard job. "She just Been Through the Mill: been through a lot, seen it all
gave it a lick and a promise." Beeves: Cattle
Above Snakes: If you were “above snakes,” you were Belly-wash: Weak coffee.
above ground: meaning still alive. Bellyache: complain
Absquatulate: to take leave, to disappear Bend an Elbow: Have a drink. "He's been known to
According to Hoyle: Correct, by the book. "Hoyle" is a bend an elbow with the boys."
dictionary of rules for card playing games. Bender: Drunk. "He's off on another bender."
Ace-High: Depending upon the context, this might mean Benzinery: A low-grade drinking place. Cheap whiskey
“first class and respected”, or it could mean a winning was sometimes called benzene.
poker hand. Berdache: An Indian male who dressed and lived
Acknowledge the Corn: to admit the truth, to confess a entirely as a woman, fulfilling a cultural role within the
lie, or acknowledge an obvious personal shortcoming tribe. Sometimes called in Indian languages a "would be
Adobe: A building material of straw and earth, dried in woman" and sometimes thought of as a third sex.
the sun. Common among the tribes of the Americas, these men-
Agent: An employee of the U.S. government charged women had social and religious powers. They might be
with conducting official business with an Indian tribe. givers of sacred names; first to strike the sun-dance pole;
Air the Paunch: Vomit, throw up, regurgitate. He's leaders of scalp dances; good luck to war parties;
"airing the paunch" after a heavy bout of drinking. visionaries and predictors of the future; matchmakers;
Airing the Lungs: A cowboy term for cussing. excellent artisans in bead work, quill work, hide-tanning
All down but nine: Missed the point, not understood. and making clothing; creators and singers of songs.
(Reference to missing all nine pins at bowling.) Understood as following a vision by most Indians, they
All to pieces: Completely, absolutely. were not tolerated by whites. They persist today,
All-fired: Hell-fired. discreetly.
Almighty: Huge. Best Bib and Tucker: Wearing your best clothes.
Anasazi: Navajo for "ancient ones," this word describes "There's a dance Saturday, so put on your best bib and
an ancient tribe of the Southwest. Some Navajo say this tucker."
meaning is a mistranslation for a word that means
"ancient enemies." Another interpretation is "ancient
ancestors."
Arbuckle's: Slang for coffee, taken from a popular brand
of the time. "I need a cup of Arbuckle's."
Arikara (also Arikaree): This term is believed to mean
"horns," after this tribe's ancient custom of wearing hair
ornaments that stuck upright and were made of bone.
Arkansas Toothpick: A long, sharp knife
At Sea: At a loss, not comprehending. "When it comes to
understanding women, I’m at sea."
Bach: To bachelor it. For men to keep house without a
woman's help. Pronounced, and sometimes spelled,
"batch". Between hay and grass: Neither man nor boy, half-
Back down: Yield, retract. grown.
Bad Egg: A bad person. Biddy: Then.
Badlands: From a French term meaning "bad country Biddy:Hen. Also used to refer to a nagging or
for travel." The term applied to barren areas of South complaining woman.
Dakota, as well as other inhospitable western locations. Big Bug: Important person, official, boss. "He's one of
Badlands are regions nearly devoid of vegetation where the rail road big bugs."
erosion has cut into soft, easily erodible rock forming an Big Fifty: A .50 calibre Sharps rifle used by
intricate maze of narrow ravines and sharp crests and professionals for buffalo hunting. It was 16 pounds
pinnacles. unloaded, with three-quarter inch, 120-grain black
Balderdash: Nonsense powder cartridges loaded for differing ranges.
Balled Up: Confused. Biggest Toad in the Puddle: The most important
Band: A grouping of people who form a stable person in a group.
community. Bilk: Cheat.
Bang-up: First rate. "They did a bang-up job." Blow-up: Fit of anger. "He and the missus had a blow-
Barkin' at a Knot: Doing something useless; wasting up, but it's over, now."
your time. Blow: Boast, brag. "Don't listen to him, that's just a lot of
Bazoo: Mouth. "Shut your big bazoo." blow."
Bear sign: Cowboy term for donuts. A cook who could Blowhard: Braggart, bully.
and would make them was highly regarded. Bluff: A high steep bank (usually formed by river
Beat the devil around the stump: To evade

86
erosion). Caboose: Office for the conductor at the rear of a freight
Body: Person. train .
Bone Orchard: Cemetery. Calaboose: Jail.
Boot Yard: This was a cemetery, especially for those Calf at a new gate: Upon surprise - “he looked at me
who died with their boots on; also called bone yard, bone like a calf at a new gate.”
orchard, grave patch. California Widow: A woman separated from her
Bosh: Nonsense. "It was absolute bosh what he said." husband, but not divorced. (From when pioneer men
Boss: The best, top. "The Alhambra Saloon sells the boss went West, leaving their wives to follow later.)
whiskey in town." Canned Cow: Canned milk.
Break open: A break open gun is much like a breech Canyon: A valley with exceptionally steep sides, usually
loading one, but rather than opening a port in the gun to carved by a fast-flowing river that may or may not still be
eject the old cartridge and insert a new one, the weapon in evidence
is snapped open and the operation conducted in that way Carbine: A carbine is basically a cut down rifle, popular
instead. with cavalry and horsemen.
Breech loading: A breech loading gun holds one shot at Catawampously: Also 'catawamptiously'. Fiercely or
a time. After firing the spent cartridge is ejected and a eagerly.
new one manually loaded. Cattle Baron: A cattle owner with numerous herds of
Breechcloth: Worn by men and boys, this soft square of stock, welding power and influence in an area.
leather hangs from the waist by a belt. Celestial: A term used in the West to refer to people of
Brown Gargle: Coffee. Chinese descent; the word derives from an old name for
Buck up: Cheer up; chin up. china, the "Celestial Empire."
Buckaroo: A cowboy from the desert country of Oregon, Chisel, chiseller: To cheat or swindle, a cheater.
Nevada, California or Idaho. Chow: Food, dinner.
Buffalo Soldiers: Black soldiers of the U.S. army who Chuck: Food.
fought Indians and policed the frontier in the years Clan: A multigenerational group, descended from a
following the Civil War. The term was derived from the common ancestor. Marriage within a clan is strictly
men's hair which the Indians thought resembled the fur forbidden.
of the buffalo. Not all of the recruits were former slaves; Clean his/your plough: To get or give a thorough
most were free blacks of Northern parentage and many whippin'.
had served with distinction during the Civil War. Coffee boiler: Shirker, lazy person. (Would rather sit
Buffaloing: Striking someone over the head with the around the coffee pot than help.)
butt of a pistol, usually by surprise. A favourite tactic of Cold as a wagon tire: Dead.
Wyatt Earp. Come a cropper: Come to ruin, fail, or fall heavily. "He
Bug Juice: Booze, fire-water, whiskey. had big plans to get rich, but it all became a cropper,
Bullboat: A craft with a willow frame covered by buffalo when the rail road didn't come through."
hide. Consumption: Slang for pulmonary tuberculosis.
Bulldoze: To bully, threaten, or coerce. Cookie: Ranch or cattle drive cook.
Bulldozer: A big person. Cooling yer heels: Staying for a while. "He'll be cooling
Bullwhacker: A person who drives a team of oxen, his heels in the pokey."
usually walking beside them. Coot: An idiot; simpleton; a ninny.
Bully: Exceptionally good, outstanding. (Used as an Copper a Bet: Betting to loose, or being prepared
exclamation.) "Bully for you!" against loss. "I'm just coppering my bets."
Bunko Artist: A con man. Copperhead: Northern person with Southern, anti-
Burg: A town, rather than the common camps and small Union sympathies
settlements. Cotton to: To take a liking to.
Bushwhack: A cowardly attack or ambush. Couldn't hold a candle to: Not even close. "She
couldn't hold a candle to that beauty across the room."
Cowboy Up: Tuff-up, get back on yer horse, don't back
down, don't give up, and do the best you can with the
hand you're dealt, give it all you've got.
Cowpunching: Driving the cattle to market.
Crazy as a loon: Very crazy.
Creation Story: A legend or belief that answers
questions about the universe, such as the origin of the
world, mankind and nature, man's place in the world,
animals, life and death.
Creek: A small natural stream. Rarely navigable and may
be intermittent.
Croaker: Pessimist, doomsayer. "Don't be such an old
croaker."
Crowbait: Derogatory term for a poor-quality horse.
Crowbar Hotels: Jail
Crummy: The caboose of a rail road train.
Butte: An isolated hill or mountain with steep or Curly Wolf: Real tough guy, dangerous man. "Ol' Bill is a
precipitous sides, usually having a smaller summit area regular curly wolf, especially when he's drinkin'
than a mesa. whiskey."
Buzzard food: Dead. Cuss Words: The swear words back then are pretty
By hook or crook: To do any way possible. much the same as they are now, though they were not

87
used as prevalently back then. Profanity was frowned Feller: Fellow. "That big feller over there is the sheriff."
upon by polite society and old west cowboys rarely would Fer: For.
swear in front of a lady. Fetch: Bring, give. "Fetch me that hammer." "He fetched
Cut a swell: Present a fine figure. "He sure is cutting a him a punch in the nose."
swell with the ladies." Fight like Kilkenny cats: Fight like hell.
Cutting Horse: A horse with the ability to cut cows out Fine as cream gravy: Very good, top notch.
of a herd. Fish or Cut Bait: Do it or quit talking about it.
Daisy: Good; excellent. Fish: A cowboy's rain slicker, from a rain gear
Dead Man's Hand: A poker hand consisting of a pair of manufacturer whose trademark was a fish logo. "We told
aces and a pair of eights. Traditionally, Wild Bill Hickock him it looked like rain, but left his fish in the wagon
was holding this hand when he was shot dead by Jack anyhow."
McCall. Some sources dispute the hand, saying that it Fixin': Intending. "I'm fixin' to get supper started."
really contained two jacks, not aces and two eights. Flannel Mouth: An overly smooth or fancy talker,
Deadbeat: Bum, layabout, useless person. especially politicians or salesmen. "I swear that man is a
Derringer: Derringer is actually the name of a company flannel-mouthed liar."
which makes small, concealable, guns. All such Flush: Prosperous, rich.
concealable “backup” weapons have become known as Fork over: Pay out.
derringers, even if made by different companies. Four-flusher: A cheat, swindler, liar.
Dickens: Devil, over-much, alot: a word most often used Free-Soilers: People opposed to the extension of
in explanations of confusion or pain; "the dickens you slavery. The name came from the Free-Soil Party, which
say," or "it hurt like the dickens." existed from 1848 to 1854.
Dicker: Barter, trade. Full as a tick: Very drunk.
Die-up: The deaths of several cattle from exposure, Fuss: Disturbance. "They had a little fuss at the saloon."
disease, starvation, or other widespread catastrophe. G.T.T: Gone To Texas. A common expression in use
Difficulty: Euphemism for trouble, often the shootin' or following the Civil War. People would find the letters
otherwise violent kind. "He had to leave Texas on G.T.T. carved into their doors, left by a kin. Many outlaws
account of a difficulty with a gambler in San Antonio." went to Texas.
Dinero: From the Spanish, a word for money. Galvanized Yankees: Former Confederate soldiers who
Directly: Soon. "She'll be down, directly." served in the U.S. Army in the West following the Civil
Dog Soldiers: Part of the warrior society of some plains War, and during the Indian Wars.
Indian tribes.
Doggie: An orphaned calf or small calf; by extension, any
cattle.
Don't care a Continental: Don't give a damn.
Don't get your dander up: Anxious or excited.
Douse-the-Lights: Lights out. Time to hit the hay.
Down on: Opposed to. "His wife is really down on
drinking and cigars."
Doxology Works: A church.
Dragged out: Fatigued, worn out.
Dreadful: Very. "Oh, her dress is dreadfully pretty."
Driving the Nail: A sport consisting of attempts to drive
a nail into a post with rifle or pistol fire.
Dry Gulch: To ambush someone, especially when the
ambusher hides in a gully or gulch near a road and jumps
the passers-by.
Ducky: Used in early century as term of endearment.
Dude: An Easterner, or anyone in up-scale town clothes,
rather than plain range-riding or work clothes.
Elephant: Short for 'to see the elephant'; to go to town, Game: To have courage, Nerve, gumption. "He's game as
or to see the world, usually for the first time. a banty rooster." Or, "That's a hard way to go, but he
Eucher, euchered: To out-smart someone, to be died game."
outwitted or suckered into something. Gauntlets: These were worn at the wrist to protect the
Exodusters: The Biblically inspired name taken by black hunter from being snapped by the bowstring.
emigrants who departed the post-Civil War South for the Get a wiggle on: Hurry.
promised land of Kansas. Get it in the Neck: Get cheated, misled, bamboozled.
Fag: In cowboy talk, to get out fast. Get my/your back up: To get angry. "Don't get your
Fandango: From the Spanish, a big party with lots of back up, he was only joking."
dancing and excitement. Get the Mitten: To be rejected by a lover. "Looks like
Fanning the Hammer: Holding the trigger on a single Blossom gave poor Buck the mitten."
action sixgun down then fanning your hand over hand Gitty-up: Go, Move. A term used to get the horse to start
against the hammer. Each fan draws the hammer back, moving.
turning the cylinder, then releases it. This lets you shoot Give in: Yield.
very quickly, but with little accuracy. Go Boil Your Shirt: Take a hike, get lost, bug off.
Faro: A card game that took its name from faroon, a Go through the Mill: Gain experience. (Often the hard
derivative of pharaon (pharoah.) The Pharoah was the way.)
king of hearts in a regular deck of cards. Players bet on Gone up the flume: Yield, lost, dead.
the order in which cards would be drawn from a box. Goner: Lost, dead.

88
Good-fer-nothin': Someone who is no good, causes Ho Down: A party or celebration
trouble. Hobble your lip: Shut up.
Gospel mill: A church. Hog-killin Time: This a "what I mean" very good time!
Gospel sharp: A preacher (supposed opposite of a card Hold a candle to: Measure up, compare to.
sharp). Hold your horses: Stay calm. "Hold your horses, we're
Got the Bulge: Have the advantage. "We'll get the bulge on our way."
on him, and take his gun away." Hoosegow: Jail, from the Spanish juzgado, meaning
Grab a Root: eat a meal, especially a potato courthouse.
Grand: Excellent, beautiful. "Oh, the Christmas Horse feathers: Ridiculous.
decorations look just grand!" Hot as a whorehouse on nickel night: Damned hot.
Granger: A farmer. Hounds: Rowdies of the gold-rush days of San
Grass Widow: A divorcee. Fransisco.
Grassed: To be thrown from a horse. Hurricane Deck: The saddle of a bucking horse.
Gringo: A derogatory word for Anglos. One source In Apple Pie Order: In top shape.
claims it comes from a shortening of the title of a popular Injun: Indian
song during the Mexican War: "Green Grow the Lilacs." Iron Horse: A Railroad train.
Grubstake: To provide the materials a prospector needs, Is that a bluff, or do you mean it for real play?: Are
including food and money, in return for a percentage of you serious?
any claim that the prospector might find. Jawing: Talking. "We sat around the campfire just
Gulch: A gulch is a deep V-shaped valley formed by jawing."
erosion. It may contain a small stream or dry creek bed Jig is Up: Scheme/game is over, exposed.
and is usually larger in size than a gully. Occasionally, John Barleycorn: Beer
sudden intense rainfall may produce flash floods in the Judas Steer: Part of the cowboy's job during the drive
area of the gulch. was to identify the Judas steer. Once at the end of the
Half breed: A character with one Indian and one non- trail, the Judas could simply lead the other cattle to
Indian parent. slaughter with no hassle. If a particularly good Judas was
Half seas over: Drunk. found, he was spared the meat hook and used again.
Hang around: Loiter. Keep that dry: Keep it secret.
Hang Fire: Delay. Kick Up a Row: Create a disturbance.
Hanker: A strong wish or want Kidney Pad: Eastern Saddle
Hankerin` for: Longing for. Kinnikinnick: Tobacco, bark, dried leaves, herbs, and
Hard Case: Worthless, bad, unpleasant,: often referring buffalo bone marrow blended together for smoking.
to a person.. Knock Galley West: Beat senseless.
Heap: A lot, many, a great deal. "He went through a Knocked into a Cocked Hat: Fouled up, rendered
heap of trouble to get her that piano." useless.
Heeled: To be armed with a gun. "He wanted to fight Lands sake!: Acceptable alternative term of profanity.
me, but I told him I was not heeled." Laudanum: A liquid morphine derivative commonly
prescribed as a painkiller.
Leggings: A garment similar to pantlegs, tied to the
belt.
Let slide/ let drive/ let fly: Go ahead, let go. "If you
think you want trouble, then let fly."
Lifting pole: The last pole of the tipi. The skins are
attached to it and lifted into place to complete the lodge.
Light (or lighting) a shuck: To get the hell out of here
in a hurry. "I'm lightin' a shuck for California."
Like a Thoroughbred: Like a gentleman.
Like lickin' butter off a knife: Something that is easy;
not hard.
Lily Liver: Someone who is a coward.
Llano Estacado: The dry, treeless plains of Texas and
Hemp: Cowboy talk for rope; in verb form to hang New Mexico, also called the "Staked Plains."
someone. Hemp fever was a morbidly jocular term for a Loco: Crazy.
hanging. Hemp party (also string party) meant the same. Long rider: An outlaw, someone who usually had to stay
A hemp committee was a group of vigilantes or a lynch in the saddle for an extended period of time while on the
mob (depending on your point of view) and a hemp run from a crime.
necktie was the rope they did the deed with. Lower than a snake's belly in a wagon rut: An
Here's how!: A toast, such as Here's to your health. untrustworthy individual
High-Falutin: Highbrow, fancy. Lunger: Slang for someone with tuberculosis.
High-Grader: In the mining camps of the Old West, a Madder than an old wet hen: "Mama woke up madder
high-grader was a man who stole any big nuggets which than an old wet hen."
he saw in the sluice boxes. Mail-Order Cowboy: This was a derogatory term used
Hill of Beans: Slang for something of trifling value, as in to chide tenderfoot, urban "cowboys" who arrived from
“it ain’t worth a hill of beans.” the East all decked out in fancy but hardly practical
Hit pay dirt: Mining term. To find something of value. Western garb.
Hitch in the Giddy-up: Not feeling well, as in: "I've had Make a Mash: Make a hit, impress someone. (Usually a
a hitch in my giddy-up the last couple days." female.) "Buck's tryin' to make a mash on that new girl."
Hitched: Got married. Make hay while the sun shines: To make the most of

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the day, or an opportunity. clothing.
Man At The Pot: According to camp etiquette, when a Pass the buck: Evade responsibility.
cowboy gets up to refill his cup from the coffee pot Pass the hat: Make a contribution. "They passed the hat
hanging over the camp-fire, if someone shouts, "Man at and collected money to help the widow." Or it could also
the pot!" the man at the coffee pot is required to fill be used as, "We passed the hat and it was decided Bill
everyone's cup. would ride into town."
Man for Breakfast: A murdered body in the streets at Pay through the nose: To over-pay, or pay
dawn. Commonplace in the early days of Los Angeles and consequences.
Denver. Also used to describe certain saloons when men Pecker Pole: What a logger called a small tree or
were killed the night before. “Lambert’s only had two sapling.
men for breakfast.” Pecos: To kill by drowning. (Literally, to throw into the
Meaner than a one-eyed rattlesnake: A dangerous Pecos River.)
individual Pemmican: A cross between fruit leather and beef jerky,
Medicine bundle: Items used for ceremonial and made by mixing dried chokecherries, animal fat, and
spiritual purposes dried meat.
Mesa: An isolated, relatively flat-topped natural Pennyweighter: In the mining camps of the Old West, a
elevation, usually more extensive than a butte and less pennyweighter was a person who stole very small
extensive than a plateau. quantities of gold from the mining operation for whom he
Mochilla: A rectangular leather saddlebag popularized worked.
by the Pony Express. Peter out: Dwindle away.
More scared than a chicken in the rain: Someone Peyote: A hallucinogenic drug derived from the cactus
who is very scared. plant. Often used by Indian medicine men as part of their
Muddy end of the stick:Short end of the stick. religious ceremonies.
Mudsill: Low-life, thoroughly disreputable person. Pie Eater: Country boy, a rustic.
Muleskinner: A person who drives and usually rides in a Pig Sticker: Knife or bayonet
wagon pulled by mules. Pimple: The cowboy's name for the very small saddles
Muley: A hornless cow. used by Easterners.
Mustard: To unsettle or disturb cattle. Pining away for: Longing for.
Mutton-Puncher: Derogatory name used by cowboys to Pinkerton: A member of the Pinkerton National
describe a sheep herder. Detective Agency, founded in 1850. The agency is a
N.G.: No good. "He is n.g. and can't be trusted." private security agency which provides services to
Nailed to the Counter: Proven a lie. private individuals, business moguls and the government.
Namby-pamby: Sickly, sentimental, saccharin. Pirooting: Having sexual intercourse
Necktie Party: A hanging by a lynch mob. Play to the gallery: To show off. "That's just how he is,
Nester: A squatter who settled on government land, always has to play to the gallery."
usually to farm. Played out: Exhausted.
Night Hawk: While the rest of the cowboys slept under Plough handle: A single action pistol was sometime
the stars on a cattle drive, one unlucky soul who drew referred to as a plough handle. These were also referred
the short straw, the "night hawk", had to stay up all night to as "thumb busters," "cutters," "smoke poles," and
standing guard. "hawg legs."
Nosey Parker:Someone who is nosey.
Notion: An idea.
Obliged: Thankful. Indebted for a favour "Thank you fer
the coffee and eggs, ma'am. Mighty obliged."
Odd Stick: Eccentric person. "Ol' Farmer Jones sure is
an odd stick."
Of the First Water: First class. "He's a gentleman of the
first water."
Offish: Distant, reserved, aloof.
Oh-be-joyful: Liquor, beer, intoxicating spirits. "Give me
another snort of that oh-be-joyful."
On the Dodge:Hiding out somewhere; laying low for a
while.
On the Prod: Full of piss and vinegar and looking for
trouble. Said of both people and critters.
On the shoot: Looking for trouble. "Looks like he's on
the shoot, tonight."
Ornery as a fried toad: Bad tempered.
Packin': Carry a weapon.
Paint: A horse with irregular patches of white.
Painting the Town Red: Going out on the town for a
fun, sometimes wild, time. Plumb: Entirely, completely. "He's plumb crazy."
Parade chaps: A pair of chaps strictly for show. Might Plunder: Personal belongings. "Pack your plunder, Joe,
be worn for the grand entry parade at a rodeo. we're headin' for San Francisco."
Pard: Friendly version of partner. Point blanking: Shooting someone at point-blank range
Pardner: Partner with a gun, usually when they are helpless.
Parfleche: A folded, rectangular container made of Poke: A small sack, usually made of leather or rawhide.
rawhide, used for storing dried foods, blankets, and Pokey: Jailhouse.

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Pony up: Pay the bill or “Hurry up!” for Hunting.
Poppet: Term of endearment. "Come along, poppet." Sacred Buffalo Hat: Source of spiritual power for the
Pot Shot: An Easy shot. Cheyenne.
Powder: Black powder. Used in bullets and as an Saddle Bum: A drifter.
explosive. Saddle Stiff: A cowboy.
Powerful: Very. "He's a powerful rich man." Saddle Tramp: A cowboy who spends most of his time in
Powwow: An Indian cultural gathering and dance the chuck line.
celebration. Sand: Nerve; courage; toughness. "You got sand, that's
Pray tell: Tell me. "What do you wish to know, pray fer shore."
tell?" Scattergun: A shotgun which has been cut down in
Promiscuous: Reckless, careless. "He was arrested for a length. This reduces it's effective range but makes it
promiscuous display of fire arms." more useful at close range, as well as being more
Proud: Glad. "I'm proud to know you." concealable.
Psilocybe: “Magic mushrooms”. Hallucinogenic Scoop in: Trick, entice, inveigle. "He got scooped into a
mushrooms. poker game and lost his shirt."
Pull in your Horns: Back off, quit looking for trouble. Scuttlebutt: Rumours.
Pullin my donkey's tail: A much older way of saying See the Elephant: Originally meant to see combat for
"are you pullin my leg" the first time, later came to mean going to town, where
Punching Doggies: Cowpunching: driving the cattle to all the action was or to go somewhere to experience a
market. "worldly event."
Purty: Pretty. "That woman shore is purty" Seegar: Cigarette. "I reckon I'll sit on the porch an'
Put a spoke in the wheel: To foul up or sabotage smoke a seegar."
something. Sharps: Any firearm manufactured by Christian Sharps
Quakin' in your (their) boots: Someone who is scared. for his Sharps Rifle Company. This term also applied to
Quiller's Society: An exclusive women's group skilled in professional gamblers who cheated at the Poker tables.
Quill embroidery. Shave Tail: A green, inexperienced person.
Quirley: Roll-your-own cigarette. Shaver: A child or young person of either sex; "What a
Rattle Your Hocks: Hurry up, get a move on. cute little shaver."
Reckon: To guess or think. "I reckon that'll do right Shin out: Run away.
fine." Shindig: A dance, party, celebration.
Renewal of Medicine Arrows: An elaborate religious Shindy: Uproar, confusion.
rite meant to renew the four Sacred Arrows and to unify Shoddy: Poor quality.
the tribe. Shoot one's mouth off: Talk nonsense, untruth. "He
Repeating: A repeating gun has an internal magazine of was shootin' his mouth off and Bill gave him a black eye."
bullets. After each shot some mechanical action, such as Shoot, Luke, or give up the gun: Do it or quit talking
working a lever or slide, ejects the spent cartridge and about it.
brings a new one from the internal magazine into firing Shotgun: Rather than bullets, a shotgun fires a cloud of
position. lead pellets with each shot.
Shove the queer: To pass counterfeit money.
Shut yer cock holster: Shut yer mouth.
Sick as a poisoned coyote pup: "I was feelin' sick as a
poisoned coyote pup."
Sidle: Move unobtrusively or sideways; "The young man
began to sidle near the pretty girl sitting on the log"
Silk: Barbed wire.
Winchester '73 Repeating Rifle Simon Pure: The real thing, a genuine fact. "This is the
Simon pure."
Revolving: A revolving gun is a type of repeating gun, Sin-Buster: A preacher.
where the bullets are stored in a cylinder which revolves Sinew: Tendon found along the backbone of the buffalo,
between shots, rather than a mechanic action which used for sewing thread.
brings a bullet from the internal magazine to the barrel. Sixgun: A Sixgun (aka. Six shooter) is the ubiquitous
Rich: Amusing, funny, improbable. "Oh, that's rich!" weapon of the Wild West. A pistol with a revolving
Ride a Shank's Mare: To walk or be set afoot. cylinder of bullets. As each bullet is fired the cylinder
Rifle: A “long arm”, meaning that it must be held in both rotates placing a fresh bullet in line with the barrel,
hands to fire. Fires a longer bullet (with more powder) ready to fire. Sixguns are so called because they
than a pistol of the same calibre. normally have six bullets in a cylinder
Right as a trivet: Right as rain, sound as a nut, stable. Skedaddle: Scurry away or run like hell (circa Civil
Right as Rain: Fine. "After a good night's rest, he'll be War.) "I best skedaddle."
right as rain." Slack: Slow. "This is the slack season."
Rip: Reprobate. "He's a mean ol' rip." Slower than molasses in January: Very slow.
Road Agent: A robber, bandit, deperadoe. Soaked: Drunk.
Rode Fence: Patrolled the range checking see if any Soft solder: Flattery. "All that soft solder won't get you
areas of fencing needed repairs. anywhere."
Roostered: Drunk. "Looks like those cowboys are in Sold His Saddle: Disgraced
there gettin' all roostered up." Someone to Ride the River With: A person to be
Row: A fight counted on; reliable; got it where it counts.
Sacred Arrows: Source of spiritual power for the Sound on the Goose: True, staunch, reliable.
Cheyenne. There are four arrows, two for War and two Spell: Time; for a while.

91
Spirits: Alcohol. "The men go down to the saloon and git Tie to: Rely on. "He's a man you can tie to."
their fill of spirits." Tipi: A cone shaped dwelling of the Plains tribes tha
Stand the gaff: Take punishment in good spirit. "He can consisted of a circular framework of poles joined at the
really stand the gaff." top and covered with animal hides.
Steamed up: Another version of riled up. "He was all Tiswin: A kind of weak beer brewed from corn, popular
steamed up after comin' back from town. among the Apache.
Stew in one's own juice: To suffer from one's own action. To beat the Dutch: To beat the band. "It was rainin' to
Stew in one's own juice:To suffer from one's own beat the Dutch."
action. To the manner born: A natural. "He's a horseman to
Stop: Stay. "We stopped at the hotel last night." the manner born."
String: A line of horses. Trailing: Moving cattle from one location to another.
Strong enough to float a colt: Very strong coffee. Travois: A carrier pulled by a horse, dog, or person. Two
Stumped: Confused. poles are crossed and tied at one end, a leather pad is
Sucker punch: A completely unexpected punch or other attached to the other.
unarmed attack, usually to somewhere vulnerable such Treaty: An agreement negotiated between
as the genitals, solar plexus or kidneys. representatives of the United States and one or more
Sucking Hind Tit: Being last and getting the least. Indian tribes.
Sun Dance: A religious rite highlighted by ceremonial Tribe: A type of society consisting of a community that
dancing, it symbolized renewal of the world. occupies a common territory and are related by bonds of
Superintend: Oversee, supervise. "He just likes to kinship, language, and shared traditions.
superintend everything." Twig: Understand.
Sweet Medicine: A Cheyenne prophet hero. Two Whoops and a Holler: Not far away.
Take French leave: To desert, sneak off without Unshucked: Cowboy talk for naked. An unshucked gun
permission. is one that's out of the holster.
Take on: Grieve. "Don't take on so." Up the spout: Gone to waste/ruin.
Waddy: One of the words for cowboy, especially a
cowboy who drifted from ranch to ranch and helped out
in busy times.
Wake up/Woke up the wrong passenger: To trouble
or anger the wrong person.
War Bag: Cowboys travelled light, and stored their
meagre worldly possessions in his "war bag". Inside was
generally everything he owned, typically an extra set of
clothes, extra ammunition, spare parts for equipment,
playing cards, bill of sale for his horse, his makings and
maybe a harmonica or a few precious letters.
Well, I Swan: So surprised, ready to faint or pass out.
Who-hit-John: Liquor, beer, intoxicating spirits. "He
had a little too much who-hit-John."
Wihio: Cheyenne word for spider. Literally, one who
Take the Rag Off: Surpass, beat all. "Well, if that don't spins a web and moves up and down, seemingly walking
take the rag off the bush." on nothing. Wihio also means one with higher
Tall Hog at the Trough: Superior, outstanding, exudes intelligence.
leadership. Wind up: Settle. "Let's wind up this business and go
Taos Lightening: A name given to any potent liquor. home."
Tenderfoot: A person new to the job, or a young person. Windbag: Someone who is talking nonsense. "If that
Tenderloin: The red-light commercial district of a town, windbag gets outta hand, you come tell me an' I'll take
featuring brothels. care of the old coot."
The Draw: Drawing your gun "border style" consisted of Wipe your chin: Be quiet.
pulling your pistol, worn backward in the holster, by Worse Than a Cat in a Roomful of Rockers: Someone
putting your arm across the front of your body. This who is really nervous.
fancy stuff was popular down around the Mexican Y'all: You all
border. Yack: A stupid person.
The Old States: Back East. Yammerin': Talking. "Drink yer coffee an' quit yer
The whole kit and caboodle: The entire thing. yammerin'."
Three ways from Sunday: Moving quickly; high-tailing Yellow Belly: A Coward.
it out of there. Yourn: A form of 'yours', as in "This un's mine, that un's
Throw up the sponge: Quit, give up, surrender. yourn."

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Appendix One- Songs of the Frontier
Home on the Range (a trail song) sheriff’s side
Oh, give me a home where the buffalo roam, And when that sheriff said “I’m sending you to jail,”
Where the deer and the antelope play, Wild Cat raised his head and cried:
Where seldom is heard a discouraging word, Chorus:
And the skies are not cloudy all day. Oh, give me land, lots of land under starry skies above,
Chorus: Don’t fence me in.
Home, home on the range, Let me ride thru the wide open country that I love,
Where the deer and the antelope play. Don’t fence me in.
Where seldom is heard a discouraging word, Let me be by myself in the evening breeze,
And the skies are not cloudy all day. Listen to the murmurs of the cottonwood trees.
How often at night when the heavens are bright Send me off forever, but I ask you please,
With the light from the glittering stars, Don’t fence me in.
Have I stood here amazed and asked as I gazed Just turn me loose, let me straddle my old saddle
If their glory exceeds that of ours Underneath the western skies.
(Chorus) On my cay use, let me wander over yonder till I see the
Where the air is so pure, the zephyrs so free, mountains rise.
The breezes so balmy and light, I want to ride to the ridge where the West commences,
That I would not exchange my home on the range Gaze at the moon till I lose my senses.
For all of the cities so bright Can’t look at hobbles and I can’t stand fences,
(Chorus) Don’t fence me in.
Wild Cat Kelly, back again in town, was sitting by his
I’ve Been Working on the Railroad (Railroad song) sweetheart’s side
I’ve Been Workin’ On The Railroad, And when his sweetheart said “Come on, let’s settle
All the live-long day; down,”
I’ve been workin’ on the railroad Wild Cat raised his head and cried:
To pass the time away. (Chorus)
Don’t you hear the whistle blowing,
Rise up so early in the morn? Cowboy Jack (Cowboy song)
Don’t you hear the captain shouting, He was just a lonely cowboy with a heart so brave and
“Dinah, blow your horn.” true,
Chorus: And he learned to love a maiden with eyes of heaven’s
Dinah, won’t you blow, blue.
Dinah, won’t you blow, They learned to love each other and named their wedding
Dinah, won’t you blow your horn? day, when a quarrel came between them and
(repeat chorus) Jack, he rode away.
Someone’s in the kitchen with Dinah, He joined a band of cowboys, and tried to forget her name,
Someone’s in the kitchen, I know; But out on the lonesome prairie she waits for him the
Someone’s in the kitchen with Dinah, same.
Strumming on the old banjo. One night when work was finished, just at the close of day,
Fee- fi fiddle I-o, Someone said, “Sing a song, Jack, to drive dull cares
Fee-fi fiddle I-o, away.”
Fee-fi fiddle I-o, When Jack began his singing, his mind did wander back,
Strumming on the old banjo. For he sang of a maiden who waited for her Jack.
“Your sweetheart waits for you, Jack; your sweetheart
She’ll Be Coming Around The Mountain (Railroad waits for you,
song) Out on the lonesome prairie where the skies are always
She’ll be coming round the mountain when she comes, blue.”
toot, toot, Jack left the camp next morning breathing his sweethearts
She’ll be coming round the mountain when she comes, name,
toot, toot, “I’ll go and ask forgiveness, for I know that I’m to blame.”
She’ll be coming round the mountain, But when he reached the prairie he found a new-made
She’ll be coming round the mountain, mound,
She’ll be coming round the mountain when she comes, And his friends they sadly told him they’d laid his loved
toot, toot. one down.
Other verses: They said as she lay dying, she breathed her sweetheart’s
She’ll be driving six white horses when she come, (spoken) name,
whoa, back, etc. And asked them with her last breath to tell him when he
And we’ll all sing “Hallelujah” when she comes, (spoken) came:
oh, yes, etc. “Your sweetheart waits for you, Jack; your sweetheart
waits for you,
Don’t Fence Me In (Cowboy song)
Out on the lonesome prairie where the skies are always
Wild Cat Kelly, looking mighty pale, was standing by the
blue.”

93
Appendix Two- Cowboy Wisdom
• "A gun is a tool, Marion, no better or no worse than any other tool, an axe, a shovel or anything. A gun is as good
or as bad as the man using it. Remember that." -- Shane
• Always drink upstream from the herd.
• Always take a good look at what you're about to eat. It's not so important to know what it is, but it's sure crucial
to know what it was.
• An onion can make people cry but there's never been a vegetable that can make people laugh.
• Behind every successful rancher is a wife who works in town.
• Diplomacy is the art of saying "Nice doggie" until you can find a rock.
• Don't interfere with something that ain't botherin' you none.
• Don't judge people by their relatives.
• Don't squat with your spurs on.
• Don't worry about bitin' off more'n you can chew; your mouth is probably a whole lot bigger'n you think.
• Generally if a man has to tell you 'i'm for real,' he's not.
• Generally, you ain't learnin' nothing when your mouth's a-jawin'.
• Good judgement comes from experience, and a lotta that comes from bad judgement.
• Grass is for bulls, what do you ride?
• If it don't seem like it's worth the effort, it probably ain't.
• If lawyers are disbarred and clergymen are defrocked, shouldn't it follow that cowboys would be deranged?
• If you find yourself in a hole, the first thing to do is stop digging.
• If you get to thinkin' you're a person of some influence, try orderin' somebody else's dog around.
• If you're riding' ahead of the herd, take a look back every now and then to make sure it's still there.
• It don't take a genius to spot a goat in a flock of sheep.
• It's better to be a has-been that a never-was.
• Lettin' the cat outta the bag is a whole lot easier'n puttin' it back.
• Live a good, honourable life. Then when you get older and think back, you'll enjoy it a second time.
• Never approach a bull from the front, a horse from the rear, or a fool from any direction.
• Never ask a barber if you need a haircut.
• Never kick a cow chip on a hot day.
• Never miss a good chance to shut up.
• Never slap a man who's chewing tobacco.
• Remember that silence is sometimes the best answer.
• Sometimes you get and sometimes you get got.
• Talk slowly, think quickly.
• Tellin' a man to git lost and makin' him do it are two entirely different propositions.
• The best way out of a difficulty is through it.
• The biggest troublemaker you'll probably ever have to deal with watches you shave his face in the mirror every
morning.
• The easiest way to eat crow is while it's still warm. The colder it gets, the harder it is to swaller.
• The quickest way to double your money is to fold it over and put it back into your pocket.
• There's two theories to arguing with a woman. Neither one works.
• Timing has a lot to do with the outcome of a rain dance.
• We all got pieces of crazy in us, some bigger pieces than others.
• We can't all be heroes because someone has to sit on the curb and clap as they go by.
• What the country needs is dirtier fingernails and cleaner minds.
• When you give a personal lesson in meanness to a critter or to a person, don't be surprised if they learn their
lesson.
• When you lose, don't lose the lesson.
• When you're throwin' your weight around, be ready to have it thrown around by somebody else.
• You can't tell how good a man or a watermelon is 'til they get thumped (character shows up best when tested.)

94
Alphabetical Index
Abolitionist...................................................................... 23 Donkey............................................................................ 73
Aggressive...................................................................... 23 Doomed.......................................................................... 23
Ailing............................................................................... 23 Draft Horse...................................................................... 73
Ammunition..................................................................... 64 Draw................................................................................ 28
Armadillo......................................................................... 73 Drifter.............................................................................. 23
Armoured Vehicles.......................................................... 39 Eagle............................................................................... 74
Army Officer.................................................................... 67 Encumbrance.................................................................. 37
Army Soldier.................................................................... 67 Entangle.......................................................................... 32
Asian............................................................................... 16 Evaluation....................................................................... 39
Assaying Office............................................................... 44 Evangelical...................................................................... 23
Atheism........................................................................... 19 Events............................................................................. 56
Attacks............................................................................ 30 Explosives................................................................. 33, 65
Bank................................................................................ 44 Facing............................................................................. 28
Beaver............................................................................. 73 Falling............................................................................. 36
Berserker........................................................................ 23 Fatigue............................................................................ 36
Black Bear....................................................................... 73 Fear................................................................................. 37
Blacks.............................................................................. 16 Federal Marshall.............................................................. 69
Blacksmith................................................................ 44, 67 Fire and Brimstone Preacher........................................... 71
Bone Picker..................................................................... 67 Flaws............................................................................... 23
Boot Hill........................................................................... 44 Focussed......................................................................... 23
Bounties.................................................................... 48, 65 Forgetful.......................................................................... 23
Bounty Hunter................................................................. 67 Freighter......................................................................... 69
Buddhism........................................................................ 18 Gambler.......................................................................... 69
Buffalo....................................................................... 46, 73 General Store.................................................................. 44
Buffalo Hunter................................................................. 68 Ghost Towns.................................................................... 45
Buffalo soldiers................................................................ 68 Gila Monster.................................................................... 74
Bully................................................................................ 23 Going for Broke................................................................. 6
Burning........................................................................... 37 Good Quality Equipment................................................... 6
Carpenter........................................................................ 44 Great Basin..................................................................... 43
Cattle.............................................................................. 73 Great Plains..................................................................... 43
Cattle Drives................................................................... 47 Grim................................................................................ 23
Cavalry Horse.................................................................. 73 Grizzly Bear..................................................................... 73
Cavalry Officer................................................................ 68 Guilt................................................................................ 23
Cavalry Trooper............................................................... 68 Gunslinger ...................................................................... 69
Characters in mass combat............................................. 34 gunsmith......................................................................... 44
Chinese........................................................................... 16 Half Breeds...................................................................... 17
Chinese rail road worker................................................. 68 Hankering........................................................................ 23
Christianity...................................................................... 17 Harbinger........................................................................ 23
Climbing.......................................................................... 40 Haunted.......................................................................... 24
Coffee Boiler.................................................................... 23 Heroic.............................................................................. 24
Common Objects............................................................. 38 Heroic Campaign............................................................. 54
Compassionate................................................................ 23 Hippocratic Oath............................................................. 24
Complications.................................................................... 9 Hispanics......................................................................... 16
Con-Artist........................................................................ 68 Homesteader................................................................... 69
Confucianism.................................................................. 18 Homesteading................................................................. 45
Cooper............................................................................ 44 Honest............................................................................. 24
Counting Coup................................................................ 32 Honourable...................................................................... 24
Courthouse...................................................................... 44 Hoodoo............................................................................ 18
Coward............................................................................ 23 Hotel............................................................................... 44
Cowboys Code................................................................. 23 Housing........................................................................... 65
Cowhand......................................................................... 68 Hunter............................................................................. 69
Coyote............................................................................. 73 Illiterate........................................................................... 24
Critical Failures................................................................. 6 Important........................................................................ 24
Critical Hits...................................................................... 31 Improvised Weapons................................................... 6, 32
Critical Success................................................................. 6 Indecisive........................................................................ 24
Curious............................................................................ 23 Indian Brave.................................................................... 70
Damage Codes.................................................................. 8 Indian Chief..................................................................... 70
Damage in Combat......................................................... 31 Indian Medicine Man....................................................... 70
Dance Hall Girl................................................................ 68 Indian tribes.................................................................... 16
Decisive.......................................................................... 23 Indian Wars..................................................................... 47
Default Difficulty............................................................... 5 Indians............................................................................ 16
Dependent...................................................................... 23 Influence......................................................................... 39
Desert............................................................................. 43 Initiative.......................................................................... 28
Disguise.......................................................................... 38 Irish................................................................................. 16
Doctor....................................................................... 44, 68 Jackrabbit........................................................................ 74
Dog................................................................................. 73 Jail................................................................................... 44

95
Jinxed.............................................................................. 24 Religion........................................................................... 17
Judaism........................................................................... 18 Reluctant......................................................................... 25
Jumping........................................................................... 40 Repairing things.............................................................. 38
Kid................................................................................... 25 Reputation...................................................................... 25
Knocked Down................................................................ 32 Retired Gunslinger.......................................................... 69
Land Attorney................................................................. 44 Retreat & Surrender........................................................ 34
Land Office...................................................................... 44 Riding.............................................................................. 48
Languages....................................................................... 37 Rocky Mountains............................................................. 43
Lawman........................................................................... 24 Rodeo Riding................................................................... 37
Lawyer............................................................................ 44 Saddle Horse................................................................... 73
Liar.................................................................................. 24 Saloon............................................................................. 44
Living Expenses.............................................................. 64 Scenario.......................................................................... 54
Load................................................................................ 29 Schoolhouse.................................................................... 44
Loco................................................................................ 24 Scorpion.......................................................................... 74
Logger............................................................................. 70 Scout............................................................................... 71
Lone Wolf........................................................................ 24 Selfish............................................................................. 25
Loud-mouth..................................................................... 70 Sexism............................................................................ 54
Lusty............................................................................... 24 Shakes............................................................................ 25
Lying Dog........................................................................ 24 Sheep.............................................................................. 73
Mad Dog.......................................................................... 24 Sheriff............................................................................. 71
Mean as a Rattler............................................................ 24 Skunk.............................................................................. 74
Mercenary....................................................................... 24 Slow................................................................................ 24
Mercenary Campaign...................................................... 54 Snake-Oil Salesman........................................................ 71
Merchant......................................................................... 70 Sneaking About............................................................... 40
Mining............................................................................. 46 Sniper.............................................................................. 71
Missionaries.................................................................... 46 Spendthrift...................................................................... 25
Modifiers........................................................................... 5 Stage Coach Driver......................................................... 72
Mormonism..................................................................... 17 Stagecoach..................................................................... 48
Mounted Combat............................................................. 32 States.............................................................................. 51
Mule................................................................................ 73 Stone Killer...................................................................... 70
Mule Trains...................................................................... 48 Story Arcs........................................................................ 54
Murder............................................................................. 34 Stunned........................................................................... 32
Murderous....................................................................... 24 Suffocation...................................................................... 36
Mysterious Stranger........................................................ 70 Swimming....................................................................... 40
Named folks.................................................................... 67 Taoism............................................................................ 18
Newspaper...................................................................... 44 Telegraph Office.............................................................. 44
Oath................................................................................ 25 Territories........................................................................ 51
Old Timer........................................................................ 24 Texas Ranger.................................................................. 72
Old Ways......................................................................... 19 Trader............................................................................. 72
Opening Locks................................................................. 39 Tragic Campaign............................................................. 54
Ornery............................................................................. 25 Trail Food........................................................................ 47
Outlaw............................................................................. 70 Transportation................................................................. 65
Pariah.............................................................................. 25 Trapper........................................................................... 72
Peaceful.......................................................................... 23 Treacherous.................................................................... 25
Phobia............................................................................. 25 Trials............................................................................... 47
Pinkerton......................................................................... 71 Trusting........................................................................... 25
Pinned............................................................................. 32 Trying Again...................................................................... 6
Pious............................................................................... 25 Turns............................................................................... 28
Politician.......................................................................... 71 Unreliable Weapons.......................................................... 6
Pony................................................................................ 73 Varmint........................................................................... 25
Poor English.................................................................... 25 Very Large Objects.......................................................... 38
Porcupine........................................................................ 74 Vigilante.......................................................................... 25
Preacher.......................................................................... 71 Villainous Campaign........................................................ 54
Prohibitionist................................................................... 25 Violence.......................................................................... 54
Prospector....................................................................... 71 Vulture............................................................................ 74
Proud............................................................................... 25 Wagon Trains.................................................................. 49
Provocative..................................................................... 25 Walking........................................................................... 48
Puma............................................................................... 74 Wanted............................................................................ 25
Raccoon.......................................................................... 74 War Weary Veteran......................................................... 67
Racism............................................................................ 54 Warriors Code................................................................. 25
Rage................................................................................ 25 watchmaker.................................................................... 44
Rail roads........................................................................ 48 Wolf................................................................................. 74
Railway station................................................................ 44 Wolverine........................................................................ 74
Ranching......................................................................... 47 Woodhawk....................................................................... 72
Random Encounters........................................................ 49 Working together.............................................................. 5
Range Wars..................................................................... 47 Wrestling......................................................................... 32
Rattlesnake..................................................................... 74 Yellow Belly..................................................................... 25
Regular Folks................................................................... 67

96
Name Gender
Concept Race
Age Religion
Nationality Social Class
Drama Points
Current XP Advances
Distinctive Features Current Wounds

Skills and Specialities


Athletics 20 Driving Perception Shooting Signalling Agility
01 Swimming 21 Husbandry 37-38 Wilderness 54-55 Pistol 72 Codes 86 Tumble
02 Jumping Art 39 Human 56 Carbine 73 Telegraphy 87 Balance
03 Climbing 22 Painting & Drawing 40 Urban 57 Rifle Survival 88 Dance
04 Rowing 23 Music Will 58 Smoothbore 74 Prairie Archery
05-06 Running 24 Sculpture 41-42 Nerve 59 Gunnery 75 Woodland 89 Drawn bow
Fighting 25 Writing 43 Guts Healing 76 Desert Stealth
07-08 Brawling 26 Composition Smithing 60 Surgery 77 Mountains 90 Urban
09 Blade Gaming 44 Blacksmithing 61-62 First Aid 78 Swamp 91 Wilderness
10 Flexible 27 Cards 45 Artifice 63 Medicine Tactics Education
11 Axe 28 Betting 46 Gunsmithing Law 79 Sea 92 Subject
12 Blunt 29 Dice 47 Locksmithing 64 Criminal 80 Land Influence
13 Polearm Common Knowledge Tinkering 65 Civil Speed 93 Persuasion
Grit 30 North of the Border 48 Mining Connections 81 Dexterity 94 Seduction
14 Constitution 31 South of the Border 49 Structural 66 Criminal 82 Quick Draw 95 Intimidation
15 Wind 32 Back East 50 Demolitions 67 Military 83 Quick Load 96 Disguise
16-17 Toughness 33 The South 51 Engines 68 Business 84 Initiative Crafting
18 Muscles 34 Great Plains Throwing 69 Society Languages 97 Carpentry
Animal Handling 35 Out West 52 Balanced 70 Legal 85 Fluency 98 Masonry
19 Riding 36 Indian 53 Unbalanced 71 Political 99 Tailoring
00 Pottery
Flaws
01-02 Abolitionist 21 Dependent 38-39 Haunted 57 Liar 72 Old Timer 88 Reputation
03 Aggressive 22-23 Peaceful 40 Slow 58 Loco 73 Ornery 89 Selfish
04-05 Ailing 24 Doomed 41-43 Heroic 59 Lone Wolf 74-76 Pariah 90 Shakes
06 Berserker 25-26 Drifter 44-45 Hippocratic Oath 60-61 Lusty 77-78 Phobia 91 Spendthrift
07 Bully 27 Evangelical 46-47 Honest 62 Lying Dog 79 Pious 92 Treacherous
08-09 Coffee Boiler 28 Focussed 48-49 Honourable 63-64 Mad Dog 80 Poor English 93 Trusting
10-12 Compassionate 29-30 Forgetful 50-51 Illiterate 65 Mean as a Rattler 81 Prohibitionist 94 Varmint
13 Coward 31-32 Grim 52 Important 66-67 Mercenary 82-83 Proud 95-96 Vigilante
14-16 Cowboys Code 33-34 Guilt 53 Indecisive 68-69 Murderous 84 Provocative 97 Wanted
17-18 Curious 35-36 Hankering 54 Jinxed 70 Oath 85 Rage 98-99 Warriors Code
19-20 Decisive 37 Harbinger 55-56 Lawman 71 Kid 86-87 Reluctant 00 Yellow Belly
Equipment

Weapon Damage Range Ammo ROF Notes

This page may be freely reproduced for personal use only.


“Howdy Pardners and welcome to
the Wild West!”
Gunslingers and Gamblers:
TM
Streamline Edition is a role
playing game set in the Wild West
of 1876 which uses the Streamline
system first seen in Privateers and
Pirates (also from FJGaming).
Characters can be tough cowboys,
skilful bounty hunters, honourable
lawmen, slippery card sharps,
Indian braves or just about
anything else you can imagine...
So saddle up, load your guns and
it's time to get rich or die trying!

FJGaming FJG008

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