Mongoose Publishing - OGL Wild West.pdf

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Gareth Hanrahan
Credits
Development and Layout
Richard Neale
Contents
Introduction 2
Character Creation 9
Vocations 30
Skills and Feats 43
Outfitting 81
Rules of the West 98
Shooting, Knife-fighting 118
and Brawling
Cover Art
Randy Nunley
Interior Illustrations
Jesus Barony, Eric Bergeron, Anthea Dilly, Marcio
Fiorito, Tony Parker, Danilo Moretti, Stacy Drum
& Rich Longmore
Studio Manager
Ian Barstow
Production Manager
Alexander Fennell
Luck
147
Horses
151
Wildlife
156
The Western Town
161
Playtesting
Mark Gedak, Kent Little, Murry Perry, Patrick A.
Kossmann, Tammy Gedak, Mark Howe, Mark
Sizer, Daniel Scothorne, Mark Billanie, Micheal
Young, Alan Moore, Daniel Haslam, Jamie
Godfrey, James Sparling, Shannon Sparling,
Shannon Sparling, Jimi Braun, Jason Thornton,
Bill 'Urklore' Schwartz
Just Plain Folk
168
Native Americans
172
Rogues Gallery
183
Games Mastering
194
Western Adventuring
210
Tables
221
Index
232
Proof Reading
Mark Quennel
Character Sheet
237
Licence
240
OGL Wild West is ©2004 Mongoose Publishing. All rights reserved. Reproduction of non-Open Game Content of
this work by any means without the written permission of the publisher is expressly forbidden. OGL Wild West is
presented under the Open Game License. See page 240 for the text of this licence. With the exception of boxed story
text and character names, character creation rules detailing the mechanics of assigning dice roll results to attributes and
the character advancement rules detailing the effects of applying experience, all text within OGL Wild West is declared
as open content. Printed in Canada.
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INTRODUCTION
T his is a game about the American West.
following war includes the infamous battle of the Alamo.
1837: Following the imprisonment of their leaders, the
Seminole nation is defeated.
1838: 18,000 Cherokee are driven from Georgia to the
lands west of the Mississippi. One in four die along the
‘Trail of Tears’.
1842: The Oregon trail, a route west from Independence,
Missouri to Fort Vancouver, Washington is begun.
1844: The telegraph is introduced to the United States.
1845: The concept of Manifest Destiny is invented – it
is God’s will that the United States should rule North
America.
1846-1848: The United States clashes with Mexico over
Texas, which wishes to join the Union. Meanwhile, in
California, the Bear Flag Revolt takes control of the region
from Mexico and gives it to the Americans. Mexico’s
surrender includes concessions of land in California and
Texas.
1849: Soon after the United States gains control of
California, gold is found in the South Fork of the American
river. The news sparks a gold rush, and thousands move
west to seek their fortune. They are referred to as ‘49ers.
1852: Wells, Fargo & Company stagecoach and banking
company formed.
1858: Silver strikes in Nevada; gold strikes in Colorado.
1860-1865: The Civil War. The Union battles the
Confederates over state’s rights and abolition. Many troops
are pulled from the western forts, leading to a general
period of lawlessness and chaos on the frontier.
1865: President Abraham Lincoln is assassinated.
1866: The Sioux under Red Cloud ambush eighty soldiers
commanded by Captain Fetterman. The battle is known
as the Fetterman Massacre.
1867: Alaska is purchased for seven million dollars.
1867: Joseph McCoy runs the first great cattle drive.
Instead of selling meat in the depressed southern markets,
he drives his herds north to the town of Abilene, where
they are loaded onto the railroads and shipped to the rich
slaughterhouses of Chicago.
1868: Colonel Armstrong leads the Seventh Cavalry on
an attack on the Cheyenne village of Washita.
1869: The railroads from west and east meet, forming a
single railroad that crosses the continent.
1872: Dodge City founded.
1874: Gold is discovered in the sacred Black Hills in
Montana, at the heart of Indian territory.
Some of the book is about how it was,
and some is about how it is remembered.
It is up to the players and Games Master to find their own
version of the West, finding their own trail between truth
and legend. If the players want a historically accurate game
where miles are miles, events occur as they truly did, and
death comes more often from disease than a bullet, then
they will find the tools they need in this book. Alternatively,
if the players want a game inspired by movies and dime
novels, where the history is just a painted backdrop and
heroes ride high in the saddle, then they too will find their
desires catered for within.
The characters may be counted among those who build
America, who drove the railroad across the continent and
built the Western states. They may be soldiers who fight
at the famous battles of the West, or adventurers who blaze
the trails through the wilderness. They can be statesmen
or scoundrels, outlaws or lawmen, the quick or the dead.
They will either become part of the legend, or die in some
godforsaken hot and dusty place and be forgotten.
A Timeline of
the West
1803: President Thomas Jefferson completes the Louisiana
Purchase, doubling the size of the country. The Lewis &
Clark expedition is sent out to explore the new reaches of
the United States.
1811: The first steamboat to travel the Mississippi, the
New Orleans , takes to the river.
1813: The Creek wars pit settler against native in
Alabama.
1819: The United States purchases the Spanish territories
in Florida after General Jackson conquers them.
1822: First fur-trapping expeditions up the Missouri.
1825: The Creek nation cedes its remaining territory to
the United States.
1827: The Winnebago nation is defeated.
1828: The Cherokee cedes its lands in Arkansas Territory,
and migrate west of the Mississippi.
1832: All territory west of the Mississippi is declared by
Congress as Indian Territory.
1836: The Republic of Texas secedes from Mexico. The
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1875-1876: The Sioux fight a war to defend the Black
Hills from encroaching miners. The Seventh Cavalry
under Custer loses a battle to Sitting Bull and Crazy Horse
at the Little Big Horn. Despite this victory, the Indians are
outnumbered and outgunned. They are attacked at winter
camps, starved out, and forced to surrender.
1877: Chief Joseph of the Nez Perces tribe surrenders
after a thousand-mile fight against invaders, during which
he outmanoeuvres a superior force several times.
1881: Sitting Bull emerges from hiding and surrenders.
1881: The gunfight at the OK Corral.
1881: Billy the Kid is shot by Pat Garrett.
1882: Jesse James is shot dead.
1886: Geronimo of the Apaches surrenders after a fifteen-
year war with the Union.
1887: The Great Blizzard in Montana causes the Great
Die-Up, wiping out vast number of cattle.
1889: The territory of what would become Oklahoma is
given up, to be claimed as farmland.
1889-1890: The Ghost Dance religion, preached by the
Paiute named Wovoka, claims that the land will soon be
restored to the Indians. It causes widespread unrest in the
reservations.
1890: Sitting Bull is killed while being arrested. Chief Big
Foot of the Sioux attempts to move his followers to avoid
military retribution. They are intercepted at Wounded
Knee Creek by the Seventh Cavalry, and almost half the
Sioux present are killed.
The classic period of the West made famous by movies,
books and legends was from the 1850s to the 1870s.
Before the California gold rush, the West was relatively
thinly settled and unexplored. By the 1880s, railroads and
barbed wire had tied down the frontier and ended the days
of cattle drives and wild cattle towns.
The Wild West
and OGL Games
The basic system used in OGL Wild West is fundamentally
identical to that used in the other Core books from
Mongoose Publishing . The skills and feats are similar, as is
the combat and task resolution systems. If you are familiar
with other games using the same system, the rest of this
chapter can be safely skipped.
Characters and Dice
When a gang of bandits throw down on you, they may hit
or they may miss wildly. In a movie, their success or failure
would be part of the script. In a roleplaying game, this is
determined by random chance based on the skill of the
bandit in question. Since there is a variable involved, dice
become a necessary part of the roleplaying medium.
When a person goes to a shooting range, the variance of
his shots is mostly based on their skills but can also be
influenced by luck, timing, and a thousand other factors.
These are summed up by rolling a d20 (that is, a 20 sided
die) with a high number representing most of the factors
aligning in a favourable way and a low number meaning
the opposite. Dice are used to determine success when
using your character’s skills, when deciding how enduring
or intelligent he might be, and when you absolutely,
positively need to put a bullet in someone and keep it
there.
States
Joining The
Union
Arkansas: 1836
Michigan: 1837
Florida: 1845
Texas: 1845
Utah: 1846
Iowa: 1846
Wisconsin: 1849
California: 1850
Minnesota: 1858
Oregon: 1859
Kansas: 1861
West Virginia: 1863
Nevada: 1864
Colorado: 1876
North Dakota: 1889
South Dakota: 1889
Washington: 1889
Montana: 1889
Idaho: 1890
Wyoming: 1890
Oklahoma: 1907
On The Naming of Dice
Dice in roleplaying games go by a series of shorthand codes
that are very easily to learn but look confusing at first
glance. A four-sided die (the singular form of dice) is also
called a d4. (The ‘d’ stands for dice.) In this book, dice
will be referred to by this code preceded by the number of
them needed for any given roll required by the rules.
For example, if a deranged miner Burke Talbot wants to
throw a bundle of dynamite at an approaching band of
lawmen, he would need to succeed at an attack roll and
his soon to be piecemeal victims would need to roll Reflex
saving throws on 1d20. (Do not despair; terminology like
attack roll and Reflex saving throws will be explained soon.)
If this d20 check is successful, the investigators would only
take half damage when the dynamite detonated.
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The exploding dynamite might deal 10d6 points of
damage. The 10d6 means Talbot’s player would roll one
six-sided die, note the number, then roll it again nine more
times and add the results to the first roll. Out of 10d6, a
player can get a range of numbers from 10 (all ten dice roll
a 1) to 60 (every die rolls a 6). When multiple dice are
indicated by this shorthand code, the values of the rolls are
always added together.
Everything a character wishes to do, from waking up and
putting on his socks to filling a band of miscreants full of
hot lead, is an action. Actions come in different types and
have different rules attached to them.
Simple actions are things that do not require rolls
except in the most adverse of conditions. Under normal
circumstances, a character is allowed to tie his shoes
without needing to make a die roll for success. If that
same character had just been run over by a stagecoach
after staggering out of a saloon blind drunk, it might be
a different story. Whenever a character needs to make a
simple action, something they can normally do everyday
with no special skill or talent required, the Games Master
will generally simply declare success or, like in the example
just given, require a roll (also called a ‘check’) or simply
declare failure.
One last dice note concerned the idea of a d100, also called
a d%. This is also called a percentile roll in roleplaying
parlance. To do this, roll a d10 twice. The first roll is for
the ‘tens’ digit; the second roll is for the ‘ones’ digit. If you
were to roll a 4 and then a 2, that generates the number
42. When rolling a percentile, two 0s count as the number
100. Some dice sets have a special d10 with a two-digit
number (10, 20, 30 and so on) stamped on each of its
faces to make this easier, but such dice are certainly not
necessary.
Contested actions make up the largest part of the rule
mechanics for combat and skills in this book. Everything
that a character does what might have a chance of
failing because of the actions of someone else, skills, or
abilities, the result is a contested roll. Contested checks
are never guaranteed and even the most masterful of
sharpshooters can miss his mark once
in a while. Saving throws, which are
a special type of check made to see if
a character can escape the effects of
something adverse, are another kind
of contested roll.
Multipliers
Certain modifications to dice rolls exist within the rules
that, instead of adding a set number or an addition
die or dice to a roll, multiply the result. These
are listed as ‘x2’ or some other multiplication
value. Multipliers apply to every numeric
modifier and the basic dice involved in the
roll but not to additional dice added as a
modifier to the roll.
Multipliers can stack but regardless of
their values, they stack in a specific way.
When a check or value has two or more
multipliers, the highest value multiplier
is kept and every addition multiplier
increases the first one’s value by 1.
Actions
Once you have a
character and some dice,
you have all the tools you
need to begin playing. Rounds
of play usually consist of the
Games Master (the person
guiding the story and the
action of a game) asking
questions and describing
scenes and players
suggesting
actions their
characters wish to
take in response to
these descriptions.
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