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2 INSIGHT RPG SYSTEM ADD-ON WILD WEST by Even V. Røssland Cover Illustration: Shutterstock (Slava Gerj / MaKars) Other Illustrations/Images: Shutterstock (Various Artists) Book design, editing and production: Even V. Røssland Neomedia Even V. Røssland ALL RIGHTS RESERVED. Any unauthorized reprint or use of this material is prohibited. No part of this book may be reproduced or transmitted in any form or by any means, electronic or mechanical, including photocopying, recording, or by any information storage and retrieval system without express written permission from the author except for the use of brief quotations in a book review or scholarly journal. First Edition: 2014 PDF version Published by Neomedia Even V. Røssland (NEVR) 4879 Grimstad, Norway

3 Contents Length & Weight 4 Time & Location 4 Professions 4 Weapon terms 5 Single Action (manually cocked) 5 Double Action (self-cocking) 5 Rifles 5 Shotguns 5 Short-Barreled Shotguns 5 Quick Draw 5 Gunslinger 5 Marksman 5 Reloading 6 Quick Reload 6 Quicker Reload 6 Using guns as melee weapons 6 Fumbling when using revolvers 6 Concealing Weapons 6 Conceal Skill (BC) 6 Wild West Weapons 7 Colt Peacemaker M1873, Single Action 7 Smith & Wesson model 3 Schofield, Single Action 8 Colt Model 1861 Navy, Single Action 8 Colt M1877 Lightning, Double Action 9 Remington Model 1875, Single Action 9 British Bull Dog, Double Action 10 Remington Model 95 Derringer, Single Action 10 Winchester Rifle Model 1873, Lever Action 11 Spencer Repeating Rifle, Lever Action 11 Springfield Model 1873, Breech-Loading 12 Colt Model 1855, Revolving Rifle 12 Parker Brothers Shotgun, Double Barrel 13 Coach Gun, Double Barrel Shotgun (Short-Barreled Shotgun) 13 Duels 14 Throw Lasso 14 Horses & Riding 15 Horse Quality 15 The Riding Skill (BC) 15 Bareback Riding 15 Horse Taming 15 Gambling 16 Card Games Skill (KN) 16 Gambler 16 Playing a game of poker 16 Ante and Pot Limit 16 Deal the Cards 16 Bluffing 16 Fold, Raise and Call 17 Showdown - Determining the Winner 17 Cheating 17 Pricelists 18 Symbols used Essential Information Example / Case Note / Attention 3

4 Wild West Add-on This Add-on is a supplement to the Insight RPG System Core Rulebook used for running campaigns in a Wild West setting. Skills, tasks, weapons and special features that are covered in this Add-on are related to the Wild West setting only. The basic rules are explained in the Core Rulebook. Length & Weight Converting meters to yards in the Insight RPG System: 1 meter = 1 yard. Converting kg to pounds in the Insight RPG System: 1 kg = 2 lbs. Time & Location The Wild West Add-on is set to the years around 1880 to 1890, a few decades after the American Civil War. The location is optional, but should preferably be somewhere in North America or Mexico. Professions The Player Characters can have Professions like Cowboy, Bounty Hunter, Gambler, Outlaw, Blacksmith, Sheriff, Marshal, Deputy, Hired Gun, Miner, Farmer, Doctor, Merchant, Soldier, Bartender, Preacher, Teamster, Hunter etc. 4

5 Weapon terms Single Action (manually cocked) You must cock the hammer before you can shoot. Single Action guns require the user to use both hands; one hand for cocking the gun, and one hand for pulling the trigger. The number of successes you get on the first shot (the current Round) will determine the maximum number of shots you are able to fire before you must make a Recover Action. If the number of successes exceeds your number of Combat Actions, you are able to fire as many shots as your number of Combat Actions. If only one hand is used for both cocking the gun and firing it, you need to use a Recover Action after every shot fired. Example A Gunslinger with Specialized Small Guns Skill rolls 3 successes on his first shot. He may fire two more shots before making a Recover Action. After that, he may use his fifth Combat Action to shoot again. Double Action (self-cocking) A Double Action gun is cocked when pressing the trigger. This makes the gun less accurate when firing it. The Double Action mechanism will cause the Difficulty Level to increase by one point for the second shot and all subsequent shots fired successively. Quick Draw Some guns have the Quick Draw Ability. When using these guns as your main weapon, your Small Weapon Skill s Focus Points will work like auto-successes instead of adding dice to the initiative roll. The gun must be in its holster, ready to be drawn, or in the hand of the user. Gunslinger A Player Characters (or NPC) that is Specialized with the Small Guns Skill is defined as a Gunslinger. A Gunslinger is Combat Ready even when the gun (pistol or revolver) is holstered. A Gunslinger may take advantage of a gun s Quick Draw Ability and use the Small Guns Focus Points as auto successes in Initiative rolls instead of adding dice. Marksman A Player Characters (or NPC) that is Specialized with the Medium Guns Skill is defined as a Marksman. A Marksman may extend the weapon s Range when using a rifle (not shotguns). Add Range x Focus Point with the Medium Guns Skill to the weapon s initial Range. A Winchester Rifle s Range is 60 meters. A Marksman with 1 Focus Point is able to shoot at a target within 120 meters with no Difficulty Level increase due to Range. 2 Focus Points will increase its Range to 180 meters. Rifles 2-handed Medium Guns Rifles must be held to be combat ready. Rifles cannot be used with only one hand. If you still try, the Difficulty Level will be increased by 2 points. Shotguns 2-handed Medium Guns Shotguns cannot be used with only one hand. If you still try, the Difficulty Level will be increased by 3 points. Due to heavy recoil, the second shot fired in succession will have a Difficulty Level increase by one point. Short-Barreled Shotguns 1½-handed Small Gun A short-barreled shotgun may be used with one hand, but is then treated as a Medium Gun and requires 2 Actions when used. If both hands are used, the short-barreled shotgun is treated as a Small Gun which requires only one Action to be fired. Due to heavy recoil, the second shot fired in succession will have a Difficulty Level increase by one point. 5

6 Quick Reload Reloading Reloading a revolver or a pistol without magazine takes time per cartridge. You will find the number of Combat Actions per cartridge (pc) in the weapons table e.g. a Colt M1861 Navy has a Reload time of 2 pc (2 Combat Actions per cartridge). Reloading all 6 cartridges on a Colt M1861 Navy will take 2 x 6 = 12 Combat Actions. A person with 3 Combat Actions per Round must spend 4 Rounds reloading the gun with 6 cartridges. Small and Medium Guns Skill Focus Points will reduce the reload time. Every Focus Point will halve the total reload time. Quicker Reload 1 Focus Point with the Small Guns Skill will reduce the reload time for a Colt Peacemaker to 6 Combat Actions (2pc x 6 cartridges / 2 = 6). 2 Focus Point with the Small Guns Skill will reduce the reload time for a Colt Peacemaker to 3 Combat Actions (2pc x 6 cartridges / 4 = 3). The Revolvers Knowledge (KN) Skill and the Rifles Knowledge (KN) Skill are both Item Knowledge Skills (see the Core Rulebook page 35). By training these Skills, you will become better at reloading your gun quicker. Every Focus Point will halve the total Reload Time. A Player Character with 1 Revolvers Knowledge Focus Point will be able to reload 6 cartridges on a Colt Peacemaker in 6 Combat Actions (6 cartridges x 2 pc / 2 = 6). A Player Character with 1 Focus Point with the Revolves Knowledge and 2 Focus Points with the Small Guns Skill will be able to reload 6 cartridges on a Colt Peacemaker in 2 Combat Actions (6 cartridges x 2 pc / 8 = 1.5 2). Decimal numbers are rounded up. Using guns as melee weapons You may use the weapon s stock as a bludgeoning weapon in melee combat. Small guns used as melee weapons require the Small Melee Weapons Skill. Medium guns require the Medium Melee Weapons Skill to be used as a melee weapon. The damage dealt per success when striking an opponent with a revolver or pistol is 2-3 depending on the size of the gun. A rifle or a shotgun used as a bludgeoning weapon will deal 4-5 points of damage per success. Having the Forceful Maul Skill will add your Strength to the damage. (See Core Rulebook page 32) Fumbling when using revolvers Whenever you fumble when using an old west revolver, make a Fumble Roll using the table below. If your fumble has more than one 1s, roll the number of dice corresponding to the number of 1s. All effects will stack if rolled more than once. Concealing Weapons Conceal Skill (BC) The Conceal Skill makes you able to hide items. The number of successes when concealing an object is the Concealment Quality. Anyone that tries to detect a concealed item must make a Perception Skill Roll with a Complexity Level equal to the Concealment Quality. Example - Concealing a revolver You want to conceal a revolver. You need to make a Conceal Skill Roll (can be combined with Revolver Knowledge Skill). The number of successes will determine how well the gun is concealed. An opponent must make a Perception Skill Roll in an attempt to detect the weapon. Vision and Touch can be used, but there is a Difficulty Level increase by 2 points when using Vision (trained dogs will use the Smell Ability to detect weapons with a Difficulty Level decrease of 3). REVOLVER FUMBLE TABLE D10 1 Effect All remaining cartridges explode in the barrel. Reduce the gun s Quality equal to the number of remaining cartridges. The user receives damage to the hand equal to the number of remaining cartridges x 2. Make a Reaction Skill Roll to reduce the damage by two points per success. 2 One cartridge explodes in the barrel, making the rest of the cartridges useless. Reduce the gun s Quality by one point. The user receives two points of damage to the hand. Make a Reaction Skill Roll with at least one success to avoid being hurt. 3 The cartridge fails to fire, jams the revolver and must be discarded from the barrel before the gun can be used again The revolver is malfunctioning. You need to spend your next action as a Recover Action to fix the gun. 6

7 Wild West Weapons Weapon Caliber Rounds Dam. Range Hands Reload actions Skill Quality ROF QD British Bull Dog * 1 2 pc S. Guns 3 SS N Colt Lightning pc S. Guns 5 SS Y Colt M1861 Navy.36 p SA 2 pc S. Guns 4 SS Y Colt Peacemaker SA 2 pc S. Guns 6 SS Y Derringer * 1 SA 3 pc Any Guns 4 SS N Remington M SA 1 pc S. Guns 6 SS Y S&W Schofield SA 1 pc S. Guns 5 SS Y Colt 1855 Rifle.36 p pc M. Guns 5 SS N Spencer Rifle pc M. Guns 6 SS N Springfield Rifle M. Guns 6 SS N Winchester Rifle pc M. Guns 7 SS N Coach Gun M g 2 30 S pc S. Guns 5 SS N Shotgun, Parker B. 12g 2 30 S pc M. Guns 8 SS N pc Actions per cartridge (round/shot/bullet); if 2 pc you need to spend 12 actions reloading 6 cartridges. p Paper cartridges 1 SA Single Action Gun * Pocket Guns may be used at H2H range. The Difficulty Level increases by one point every 15 meters (SR) S Shotgun damage is full within its Range. The damage is reduced by 10 points for every 15 meters added. QD Quick Draw Colt Peacemaker M1873, Single Action Rounds: 6 Caliber:.45 Colt Weight: 1 kg Length: 279 mm Price: $25 Special: In a Combat Situation, Gunslingers may reduce the Difficulty Level by one point for the first shot fired in every Combat Round when using the Colt Peacemaker. 7

8 Smith & Wesson model 3 Schofield, Single Action Rounds: 6 Caliber:.44 Schofield Weight: 1.3 kg Length: 305 mm Price: $20 Special: In a Non-Combat Situation (also Surprise Attacks), the Schofield s Range is 30 m. Colt Model 1861 Navy, Single Action Rounds: 6 Caliber:.36 Paper-wrapped Weight: 1.2 kg Length: 330 mm Price: $17 Special: The cartridges are useless if they get wet. If you fumble while using this weapon, the number of 1s is doubled. 8

9 Colt M1877 Lightning, Double Action Rounds: 6 Caliber:.38 Long Colt Weight: 0.8 kg Length: 240 mm Price: $22 Special: The Colt Lightning has an additional +1S bonus to initiative when used by a Gunslinger. Remington Model 1875, Single Action Rounds: 6 Caliber:.44 Remington Weight: 1.1 kg Length: 270 mm Price: $19 Special: When fumbling using this gun, one fumble die may be removed. This weapon will only malfunction if rolling two or more 1s when fumbling. One fumble die will count as a failure. 9

10 British Bull Dog, Double Action Rounds: 5 Caliber:.44 Short Rimfire Weight: 0.5 kg Length: 152 mm Price: $10 Special: This gun may be used while in H2H position. From a range greater than H2H, the Difficulty Level will increase by one point, including the first 15 meters. Difficulty Level is reduced by 1 when concealing this gun. Remington Model 95 Derringer, Single Action Rounds: 2 Caliber:.41 Short Weight: 0.5 kg Length: 76 mm Price: $12 Special: This gun may be used while in H2H position. From a range greater than H2H, the Difficulty Level will increase by one point, including the first 15 meters. Difficulty Level is reduced by 2 when concealing this gun. This weapon can be used with any Guns Skill (Small, Medium and Large) as a small gun, but any Focus Point advantages are reserved the Small Guns Skill. 10

11 Winchester Rifle Model 1873, Lever Action Rounds: 15, Tube Magazine Caliber: Long Colt Weight: 4.3 kg Length: 125 cm Price: $35 Special: If you re Specialized with the Medium Guns Skill, the first shot fired with a Winchester Rifle during a Combat Round will only require one Combat Action. This will only apply if using a Standard Attack Action, and cannot be used for Aiming or Called Shots. Spencer Repeating Rifle, Lever Action Rounds: 7, Tube Magazine Caliber:.52 Spencer Weight: 4.6 kg Length: 120 cm Price: $28 11

12 Springfield Model 1873, Breech-Loading Rounds: 1 Caliber: Long Colt Weight: 4.9 kg Length: 130 cm Price: $30 Special: This weapon can have a bayonet attached to it. Using the fixed bayonet as a melee weapon requires the Medium Melee Weapons Skill and the use of both hands. Fixed bayonet: Type P(B); Damage 9; Hands 1½; Force Required 3; Quality 5; OC 20 Colt Model 1855, Revolving Rifle Rounds: 6 Caliber:.36 Paper-wrapped Weight: 4.1 kg Length: 115 cm Price: $25 12

13 Parker Brothers Shotgun, Double Barrel Rounds: 2 Caliber: 12 Gauge Weight: 3.9 kg Length: 110 cm Price: $12 Coach Gun, Double Barrel Shotgun (Short-Barreled Shotgun) Rounds: 2 Caliber: 12 gauge Weight: 2.9 kg Length: 99 cm Price: $12 13

14 Duels Throw Lasso A Player Character may challenge or be challenged to a duel, using revolvers. The rules for a duel are easy. A duel is a one-round combat situation where both participants have one Combat Action each only. The range between the two participants is 15 meters. Both participants make an Initiative roll (Combat Skill + Reaction). The participant with the most successes may shoot first, and is the most likely to win the duel (if he is able to kill the opponent with one shot). Only one shot is allowed in a duel. If you miss, you are not allowed to shoot again. If your opponent is killed by the one shot, he may not shoot back, but if the shot wasn t lethal, he may shoot. A lasso is not defined as a weapon, and does not require any Weapons Skills to be used even when used against people or animals. Throwing a lasso effectively will require a Skill Combination of Throwing (BC) + Ropes Knowledge (KN). Lasso Range: 15 meters When attempting to capture a person or an animal using the lasso, you need to spend 3 Combat Actions, using both hands. Make a Lasso Throw Skill Roll. The opponent may roll a Dodge Skill Roll to avoid getting captured. If captured, the number of successes determines the Capturing Quality. The Capturing Quality tells you the number of successes you need to break free from the ropes, using the Force Skill. The winner is the one who stands upright afterwards. If both participants are wounded, and none of them are able to stand upright, it s a tie. 14

15 Horses & Riding Horse Quality A saddle horse s Quality ranges from 1 to 10 (Horse Quality). You may of course use a draft horse as a saddle horse, but the Horse Quality would be limited to a maximum of 4. Regular saddle horses Quality is 4-5, while a good saddle horse has a Horse Quality of 6-8. A horse with a Horse Quality of 9-10 is very rare and very expensive. The Horse Quality will limit the rider s successes when performing physical tasks e.g. firing a gun from the horse s back. If the Horse Quality is 4, the maximum number of successes when firing the gun is limited to 4. The Riding Skill (BC) In addition to the Horse Quality, the rider needs the Riding Skill (Basic Skill in the Wild West setting) to be able to perform physical tasks from the horse s back. Before you can perform a task while riding, you need to make a Riding Skill Roll. If you fail, the Difficulty Level is increased by one point. If you fumble the Riding Skill Roll, you must use as many Recover Actions as 1s in the fumble. A critical fumble will make you fall of the horse. The GM may ask the player to make a Riding Skill Roll whenever the Player Character is attempting a riding task that has a Complexity Level. Riding slowly on a road has a Complexity Level of 0. Jumping over a normal sized fence has a complexity level of 1. Catching a train on a horse s back while dismounting and jumping onto the train, will have a Complexity Level of 2 to 4 depending on the train s speed and the terrain. Bareback Riding Bareback riding will increase the Difficulty Level by one point when making Riding Skill Rolls if not Specialized with the Riding Skill. Horse Taming A wild horse can be tamed using a Skill Combination of Animal Insight (RE) + Riding (BC). The GM must define a Complexity Level for the task. The Complexity Level does not reflect the horse s Quality. When a horse has been tamed, the GM should make a random roll to determine the horse s Quality. The average of 2d10 determines the Horse Quality. Decimal numbers are rounded down. 15

16 Gambling The Wild West has saloons where professional and amateur gamblers gather around tables for a game of poker, or any other game, hoping to win some quick money. There are three different ways of winning a game of poker. You can bluff, cheat or just be lucky. Card Games Skill (KN) Card Games is a Knowledge related Skill. It can be used in different Skill Combinations used when gambling. Gambler A person with a Specialized Card Games Skill (KN) is defined as a Gambler. Being a gambler will have some benefits when joining a game of poker or other games of gambling. Playing a game of poker Ante and Pot Limit The GM (or a player) decides the beginning pot and the pot limit. This will determine the ante (the first pot). Deal the Cards All participants roll one d10 each. The value rolled is the Quality of your hand. An NPC with a poor Hand Quality (1-2) is most likely to Fold. The GM should know what Hand Quality the Player Characters have, but the Player Characters should not know the NPC s Hand Quality. This is because the players should not be able to use their real-life bluff Skills to bluff the GM. Participants who folds after rolling the Hand Quality die will lose their part of the ante. A Gambler may roll additional Hand Quality dice equal to his Card Games Skill s Focus Points and choose one die. Bluffing Hand Quality = 1d10 (a random number) The players may use Bluff (Convincing Skill) as an attempt to convince the NPCs that their hand is either good or bad. The Quality of the Bluff is determined by the number of successes rolled. A poker player can use the Skill Combination: Bluff + Card Games Knowledge to increase the chance of achieving a higher Bluff Quality. Emotion Control may be added as an enhancement, creating an Advanced Skill Combination. Bluffing is the most common way of winning a game of poker and is not considered cheating. A professional gambler would most likely have chosen to train Convincing Skills, Card Game Knowledge and Emotion Control. Bluff Quality = Number of Bluff successes 16

17 Bluff = Convincing Skill (Bluff) (SO) Improved Bluff = Convincing Skill (Bluff) (SO) + Card Games Skill (KN) Advanced Bluff = Convincing Skill (Bluff) (SO) + Card Games Skill (KN) + Emotion Control Skill (SO) A Bluff can be revealed by making a Human Insight Skill Roll with equal to or more successes than the Bluff. Reveal Bluff = Human Insight (RE) Improved Reveal Bluff = Human Insight (Bluff) (SO) + Card Games (KN) Advanced Reveal Bluff = Human Insight (Bluff) (SO) + Card Games (KN) + Idea (RE) Fold, Raise and Call Whether or not an NPC believes a Bluff to be true, he will fold, raise or call. If the NPC believes that his hand is worse than his opponent s, he will fold. If the NPC believes that he has better cards than the opponent, he will raise. If the NPC don t know if he s got better or worse than the opponent, he will call. Raise If one of the participants raise the pot, all other participants may roll a Human Insight Skill Roll (or a Sense Motive Skill Combination) versus an Emotion Control Skill Roll to determine if the raise is a bluff or not. Cheating A player may choose to cheat to win. The Skill used to cheat in a game of poker is the Pick Pocket (BC) Skill. You are free to rename this Skill, if you feel that Sleight of Hand sounds better. The Pick Pocket Skill can be combined to a Skill Combination with Card Games (KN) to improve the task. In a game of poker, the other participants may roll a Visual Perception Roll to detect the cheater. The Perception Skill Roll can also be combined to a Skill Combination with Card Games (KN). This will improve the chances of detecting a cheater. The cheater is detected if the Perception Skill Roll is equal to or higher than the cheaters Cheat Roll. Cheat = Pick Pocket (BC) Improved Cheat = Pick Pocket (BC) + Card Games (KN) Advanced Cheat = Pick Pocket (BC) + Card Games (KN) + Emotion Control (SO) There is no automatic Difficulty Level decrease due to a non-combat situation when gambling, because the circumstances are more or less similar to a combat situation (with no weapons used). The Difficulty Level can be increased if the NPCs are very aware and suspicious. This should be determined by the GM before the game begins. If an NPC is aware, the Player Character may attempt a relevant Social Skill to divert the attention. (The Get Attention Skill can be used to divert attention to another player. Deceive, Mislead and Seduce are a selection of Convincing Skills that can be used to reduce the NPC s awareness.) Fold Player Characters and NPCs may fold if they believe that they re losing the game. Call Player Characters and NPCs may call if they believe that there is a chance of winning. Showdown - Determining the Winner The GM should reveal the NPCs hands at the end of the game. The one with the highest Hand Quality wins. If there is a Hand Quality tie, roll again to determine which hand was the best. A Gambler may roll additional dice equal to his Card Game Skill s Focus Points and choose one die. 17

18 Pricelists Gold 1 troy ounce of gold $ gold bar $3,000 Goods Whiskey (1 gal) $3.00 Flour (1 barrel, 50 kg) $8.00 Ale (cask) $ $20.00 Cotton fabric (1 meter) $0.1 Fur (from various animals) $ $ Service 1 Stagecoach ticket $10 pr 100 miles Hotel room $ per night Stable rent $2 per week Glass of whiskey (served) $0.50 Meal (served) $ $2.00 Medical treatment $ $10.00 Surgery $ $50.00 Apparel Boots $ $30.00 Hat $ $6.00 Clothing (commoner s) $ $30.00 Clothing (cowboy s) $30.00 Clothing (classy) $ $ Leather coat $ $20.00 Weapon Accessories Gun cartridges (50) $ $3.00 Gun holster $ $8.00 Pearl grip for revolver $80.00 Gun maintenance kit $3.00 Tools Hunting knife $6.00 Wood axe $5.00 Pickaxe $4.00 Panning equipment $2.00 Dynamite bar $1.00 Lamp $4.00 Animals Draft Horse $75.00 Saddle Horse (Quality 4) $ Saddle Horse (Quality 5) $ Saddle Horse (Quality 6) $ Saddle Horse (Quality 7) $ Cow $25.00 Bull $80.00 Pig $5.00 Horse Equipment Saddle $ $50.00 Harness $40.00 Wagon $ $80.00 Stagecoach $

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