Sample file 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

www.insight-rpg.com

2014 © 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. Sample file

First Edition: 2014

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Neomedia Even V. Røssland (NEVR) 4879 Grimstad, Norway www.nevr.no Contents Symbols used Length & Weight 4 Time & Location 4 Essential Information Professions 4 Weapon terms 5 Single (manually cocked) 5 Example / Case Double Action (self-cocking) 5 5 5 Short-Barreled Shotguns 5 Note / Attention Quick Draw 5 Gunslinger 5 Marksman 5 Reloading 6 Quick Reload 6 Quicker Reload 6 Using as melee weapons 6 Fumbling when using 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 , Single Action 10 Winchester Model 1873, 11 Spencer , Lever Action 11 Springfield Model 1873, Breech-Loading 12 Colt Model 1855, Revolving Rifle Sample12 file Parker Brothers , Double Barrel 13 Coach , 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

3 Wild West Add-on

This Add-on is a supplement to the Insight RPG System Core Time & Location Rulebook used for running campaigns in a Wild West setting. Skills, The Wild West Add-on is set to the years around 1880 to 1890, a few tasks, weapons and special features that are covered in this Add-on decades after the . The location is optional, but are related to the Wild West setting only. The basic rules are explained should preferably be somewhere in North America or Mexico. in the Core Rulebook.

Professions Length & Weight The Player Characters can have Professions like Cowboy, Bounty Converting meters to yards in the Insight RPG System: 1 meter = 1 yard. Hunter, Gambler, Outlaw, Blacksmith, Sheriff, Marshal, Deputy, Hired Gun, Miner, Farmer, Doctor, Merchant, Soldier, Bartender, Converting kg to pounds in the Insight RPG System: 1 kg = 2 lbs. Preacher, Teamster, Hunter etc.

Sample file

4 Weapon terms Quick Draw Some guns have the Quick Draw Ability. When using these guns as Single Action (manually cocked) 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 You must cock the hammer before you can shoot. Single Action guns must be in its holster, ready to be drawn, or in the hand of the user. require the user to use both hands; one hand for cocking the gun, and one hand for pulling the . The number of successes you get on the first shot (the current Round) will determine the maximum Gunslinger 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 A Player Characters (or NPC) that is Specialized with the Small Guns Actions, you are able to fire as many shots as your number of Combat Skill is defined as a Gunslinger. A Gunslinger is Combat Ready even Actions. If only one hand is used for both cocking the gun and firing when the gun ( or ) is holstered. A Gunslinger may take it, you need to use a Recover Action after every shot fired. advantage of a gun’s Quick Draw Ability and use the Small Guns Focus Points as auto successes in Initiative rolls instead of adding Example dice.

A Gunslinger with Specialized Small Guns Skill rolls 3 successes on his first shot. He may fire two more shots Marksman before making a Recover Action. After that, he may use A Player Characters (or NPC) that is Specialized with the Medium his fifth Combat Action to shoot again. 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 Double Action (self-cocking) Point with the Medium Guns Skill to the weapon’s initial Range.

A Double Action gun is cocked when pressing the trigger. This makes A Winchester Rifle’s Range is 60 meters. A Marksman the gun less accurate when firing it. The Double Action mechanism with 1 Focus Point is able to shoot at a target within 120 will cause the Difficulty Level to increase by one point for the second meters with no Difficulty Level increase due to Range. shot and all subsequent shots fired successively. 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. Sample file

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 Reloading Using guns as melee weapons

Reloading a revolver or a pistol without takes You may use the weapon’s as a bludgeoning weapon in melee time per . You will find the number of Combat combat. Small guns used as melee weapons require the Small Melee Actions per cartridge (pc) in the weapons table e.g. a Colt Weapons Skill. Medium guns require the Medium Melee Weapons M1861 Navy has a Reload time of 2 pc (2 Combat Actions Skill to be used as a melee weapon. per cartridge). Reloading all 6 cartridges on a Colt M1861 Navy will take 2 x 6 = 12 Combat Actions. A person The damage dealt per success when striking an opponent with a with 3 Combat Actions per Round must spend 4 Rounds revolver or pistol is 2-3 depending on the size of the gun. A rifle reloading the gun with 6 cartridges. 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) Quick Reload Small and Medium Guns Skill Focus Points will reduce the reload Fumbling when using revolvers time. Every Focus Point will halve the total reload time. Whenever you fumble when using an old west revolver, make a 1 Focus Point with the Small Guns Skill will reduce the Fumble Roll using the table below. If your fumble has more than one reload time for a Colt Peacemaker to 6 Combat Actions 1s, roll the number of dice corresponding to the number of 1s. All (2pc x 6 cartridges / 2 = 6). effects will stack if rolled more than once. 2 Focus Point with the Small Guns Skill will reduce the reload time for a Colt Peacemaker to 3 Combat Actions Concealing Weapons (2pc x 6 cartridges / 4 = 3).

Conceal Skill (BC) Quicker Reload The Conceal Skill makes you able to hide items. The number of The Revolvers Knowledge (KN) Skill and the Rifles Knowledge successes when concealing an object is the Concealment Quality. (KN) Skill are both Item Knowledge Skills (see the Core Rulebook Anyone that tries to detect a concealed item must make a Perception page 35). By training these Skills, you will become better at reloading Skill Roll with a Complexity Level equal to the Concealment Quality. your gun quicker. Every Focus Point will halve the total Reload Time. Example - Concealing a revolver A Player Character with 1 Revolvers Knowledge Focus Point will be able to reload 6 cartridges on a Colt Peacemaker in 6 You want to conceal a revolver. You need to make a Combat Actions (6 cartridges x 2 pc / 2 = 6). Conceal Skill Roll (can be combined with Revolver Knowledge Skill). The number of successes will determine A Player Character with 1 Focus Point with theSample Revolves filehow well the gun is concealed. An opponent must make a Knowledge and 2 Focus Points with the Small Guns Skill Perception Skill Roll in an attempt to detect the weapon. will be able to reload 6 cartridges on a Colt Peacemaker Vision and Touch can be used, but there is a Difficulty in 2 Combat Actions (6 cartridges x 2 pc / 8 = 1.5 ≈ 2). Level increase by 2 points when using Vision (trained dogs will use the Smell Ability to detect weapons with a Decimal numbers are rounded up. Difficulty Level decrease of 3).

REVOLVER FUMBLE TABLE D10 Effect All remaining cartridges explode in the barrel. Reduce the gun’s Quality equal to the number of remaining 1 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. One cartridge explodes in the barrel, making the rest of the cartridges useless. Reduce the gun’s Quality 2 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. The cartridge fails to fire, jams the revolver and must be discarded from the barrel before the gun can be 3 used again. 4-10 The revolver is malfunctioning. You need to spend your next action as a Recover Action to fix the gun.

6 Wild West Weapons Reload Weapon Rounds Dam. Range Hands Skill Quality ROF QD actions

British Bull Dog .44 5 13 0* 1 2 pc S. Guns 3 SS N

Colt Lightning .38 6 14 15 1 2 pc S. Guns 5 SS Y

Colt M1861 Navy .36p 6 14 15 1SA 2 pc S. Guns 4 SS Y

Colt Peacemaker .45 6 15 15 1SA 2 pc S. Guns 6 SS Y

Derringer .41 2 12 0* 1SA 3 pc Any Guns 4 SS N

Remington M1875 .44 6 15 15 1SA 1 pc S. Guns 6 SS Y

S&W Schofield .44 6 13 15 1SA 1 pc S. Guns 5 SS Y

Colt 1855 Rifle .36p 6 14 45 2 2 pc M. Guns 5 SS N

Spencer Rifle .52 7 19 45 2 1 pc M. Guns 6 SS N

Springfield Rifle .45 1 22 60 2 3 M. Guns 6 SS N

Winchester Rifle .45 15 22 60 2 1 pc M. Guns 7 SS N

Coach Gun M1881 12g 2 30S 15 2 2 pc S. Guns 5 SS N

Shotgun, Parker B. 12g 2 30S 30 2 2 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 1SA 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 Sample file 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 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 Sample file 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 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 Sample file 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.

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