thewildweirdwestrpg

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    THE WILD WEIRD WEST RPGThe Wild Weird West RPG is played using two six-sided dice, a pencil, and a copy of this character sheet.

    DRAW: 6 7 8 9 10 11 12 (Roll a die and add 6 to the result for the initial Draw number of your Gunslinger.)SHOOT: 6 7 8 9 10 11 12 (Roll a die and add 6 to the result for the initial Shoot number of your Gunslinger.)LUCK: 6 7 8 9 10 11 12 (Roll a die and add 6 to the result for the initial Luck number of your Gunslinger.)WOUNDS: 0 1 2 3 4 5 6 (0 is the initial Wounds number of your Gunslinger.)This game takes place in a series of turns. Each turn starts in the Exploration section. If a Gunfight occurs during a

    turn, go to the Gunfighting section to resolve it. If any Wounds occur during a turn, go to the Wounded section to

    resolve it. Aer all Exploration, Gunfights, and Wounds are resolved in a turn, that turn ends and the next turn takes

    place, unless the game has ended in victory or defeat , in which case no further turns take place.

    Exploration When Exploration occurs, choose one of the following areas to explore: Town, Badlands, Borderlands,

    Deadlands, Desert, Hills, Woods. When an area is explored, go to the section of the same name.

    Town When Town is explored, choose one of the following places to explore:Sheriff, Bank, Doc, Saloon.

    SheriffWhen Sheriffis explored, you may choose to roll a die in order to take a Bounty: 1=Wanted-Black Bart,

    2=Wanted-Big Wolf,3=Wanted-Cactus Jack,4=Wanted-Dead Ned,5=Wanted-El Diablo,6=Wanted-Wu Jin. When a

    Bounty is taken, the Wanted villain for that Bounty must be found then defeated in a Gunfight, aer which the Sheriff

    must be returned to for the Bounty to be claimed. Until a Bounty taken is claimed, another Bounty cannot be taken.

    If you roll to take a Bounty and that Bounty has already been claimed, reroll until you get an unclaimed Bounty. When

    a Bounty is claimed, you may choose to increase either your Draw, Shoot, or Luck by 1(though not above 12). If all six

    of the Bounties are claimed by you, the game ends in victory.

    Bank When Bank is explored, you may choose to rob the bank. If so, Gunfight with Sheriff{Draw=11, Shoot=12}. If

    Sheriffis Badly Hurt in the Gunfight, Gunfight with Deputy{Draw=12, Shoot=11}. If Deputy is Badly Hurt in theGunfight, roll two dice. If the die roll is less than your Luck , you rob the bank and the game ends in victory.

    Doc When Doc is explored, roll two dice if you have any Wounds. If the die roll is greater than your Luck, the doctor is

    not in and you may not return to the Doc until you spend a turn in the Saloon looking for the town doctor . If the die

    roll is equal to or less than your Luck, the Doc is in his office and your Wounds become 0.

    Saloon When Saloon is explored, roll a die:1=You are ran out of town aer a bad scuffle. Go to the Lost section,2=The

    hair of the dog that bit you actually tries to bite you . Roll two dice. If the die roll is greater than your Luck, gain 1

    Wound,3=You get into a brawl with Tex the drunken farmer . Gunfight with Tex{Draw=6, Shoot=6},4=The town

    doctor is here instead of his office. If you have any Wounds, your Wounds become 0,5=You get a wink from a witchy

    woman at the end of the bar. Roll two dice. If the die roll is less than your Luck, increase your Draw and Shoot by 1

    (though not above 12) for your next Gunfight only,6=The sassparilla you ordered turns out to be made from magical

    sass. Increase your Draw, Shoot, and Luck by 1(though not above 12) for your next turn only.

    Badlands When Badlands is explored, roll a die:1=The Devil himself appears and takes a shot at you with his six-six-six-

    shooter. Roll two dice. If the die roll is equal to or greater than your Draw, roll a die and gain a number of Wounds

    equal to the die roll,2=You suddenly find you have a bad sense of direction. Roll two dice. If the die roll is equal to orgreater than your Luck, go to the Lost section,3=A vicious blackbird swoops down on you from above. Roll two dice.

    If the die roll is equal to or greater than your Shoot, gain 1 Wound,4=A good preacher in white offers you his blessing.

    If you have any Wounds, roll two dice. If the die roll is less than your Luck, reduce your Wounds by 1,5=A large gang

    of bad men in black surround you from all sides. Gunfight with Bad Company{Draw=8, Shoot=7}. If Bad Company is

    Badly Hurt in the Gunfight, roll two dice. If the die roll is greater than your Luck, Gunfight with Bad Guy{Draw=7,

    Shoot=6},6=You come face to face with the necromantic bandit known as Black Bart . If you choose, Gunfight with

    Black Bart{Draw=11, Shoot=10}. If you are Hit in a Gunfight with Black Bart, roll two dice. If the die roll is equal to or

    greater than your Luck, increase by 1 the number of Wounds you gain from being Hit for that Gunfight only.

    Borderlands When Borderlands is explored, roll a die:1=Stalking you from south of the border is the legendary

    chupacabra. Roll two dice. If the die roll is equal to or greater than your Shoot, roll a die and gain a number of Wounds

    equal to the die roll,2=There is a confusion spell that protects the border. Roll two dice. If the die roll is equal to or

    greater than your Luck, go to the Lost section,3=You suffer from a brieffit of borderline insanity. Roll two dice. If the

    die roll is equal to or greater than your Luck, gain 1 Wound,4=A very nice and peaceful farm lies near to the border. If

    you have any Wounds,

    roll two dice.

    If the die roll is less than your Draw,

    reduce your Wounds by1,

    5=

    Somebody hassummoned a devil from across the border of Hell to stalk these borderlands. Gunfight with Border Devil{Draw=8,

    Shoot=9}. At the start of any Gunfight with Border Devil, roll two dice. If the die roll is less than your Luck, reduce

    Border Devils Shoot by 1 for that Gunfight only,6=The diabolically possessed bandito known as El Diablo stands

    laughing before you. If you choose, Gunfight with El Diablo{Draw=9, Shoot=10}. At the start of any Gunfight with El

    Diablo, roll two dice. If the die roll is equal to or greater than your Luck, gain 1 Wound.

    Deadlands When Deadlands is explored, roll a die:1=You become lost in a vast cemetery guarded by a grim reaper in a

    black robe. Roll two dice. If the die roll is equal to or greater than your Luck, roll a die and gain a number of Wounds

    equal to the die roll,2=A dense, creepy fog envelops the entire deadlands. Roll two dice. If the die roll is equal to or

    greater than your Luck, go to the Lost section,3=You spot a cursed tombstone that bears your name and today s date

    as your time of death. Roll two dice. If the die roll is equal to or greater than your Draw, gain 1 Wound,4=The spirit of

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    a good guy gunfighter gives you some useful aid. If you have any Wounds, roll two dice. If the die roll is less than your

    Shoot, reduce your Wounds by 1,5=A ghost rider wielding a whip and riding upon a spectral horse comes bearing

    down on you in full gallop. Gunfight with Ghostly Rider{Draw=9, Shoot=7}. At the start of any Gunfight with Ghostly

    Rider, roll two dice. If the die roll is greater than your Luck, increase Ghostly Riders Shoot by 2 for that Gunfight only,

    6=The zombie gunfighter known as Dead Ned slowly comes shambling towards you with his gun in hand . If you

    choose, Gunfight with Dead Ned{Draw=7, Shoot=7}. If Dead Ned is Hit in a Gunfight, do not roll a die for the number

    of Wounds gained; Instead, Dead Ned gains 1 Wound from being Hit in a Gunfight.

    Desert When Desert is explored, roll a die:1=You pass the edge of a muddy watery gulch that is home to a murkymonstrosity. Roll two dice. If the die roll is equal to or greater than your Draw, roll a die and gain a number of Wounds

    equal to the die roll,2=The heat of the desert causes many mirages around you. Roll two dice. If the die roll is equal to

    or greater than your Luck, go to the Lost section,3=A sharp thorny tumbleweed comes tumbling towards you. Roll

    two dice. If the die roll is equal to or greater than your Luck, gain 1 Wound,4=A hidden oasis in the desert is full of a

    pool of holy water. If you have any Wounds, roll two dice. If the die roll is less than your Shoot, reduce your Wounds

    by 1,5=Slithering towards you across the sands is a sinister serpent man . Gunfight with Serpent Man{Draw=9,

    Shoot=8}. At the start of any Gunfight with Serpent Man, roll two dice. If the die roll is less than your Luck, reduce

    Serpent Mans Draw by 1 for that Gunfight only,6=You find the secret cactus patch that is home to the living cactus

    outlaw known as Cactus Jack. If you choose, Gunfight with Cactus Jack{Draw=10, Shoot=9}. If Cactus Jack is Hit in a

    Gunfight, roll two dice. If the die roll is equal to or greater than your Luck, gain 1 Wound.

    Hills When Hills is explored, roll a die:1=You come across a huge hill that holds the burial mound of a malignant

    undead creature. Roll two dice. If the die roll is equal to or greater than your Shoot, roll a die and gain a number of

    Wounds equal to the die roll,2=You stumble down a hill and lose track of where you are . Roll two dice. If the die roll is

    equal to or greater than your Luck, go to the Lost section,3=A storm breaks out as small stones start to rain downhard from the sky. Roll two dice. If the die roll is equal to or greater than your Draw, gain 1 Wound,4=An abandoned

    mine sha serves as safe sanctuary among these haunted hills. If you have any Wounds, roll two dice. If the die roll is

    less than your Luck, reduce your Wounds by 1,5=Some one has conjured forth a strange demon of the Orient to hunt

    down intruders among these hills. Gunfight with Orient Demon{Draw=7, Shoot=9}. At the start of any Gunfight with

    Orient Demon, roll two dice. If the die roll is greater than your Luck, increase Orient Demons Draw by 2 for that

    Gunfight only,6=You come upon the hidden mining camp of the outlawed Chinese sorcerer known as Wu Jin . If you

    choose, Gunfight with Wu Jin{Draw=8, Shoot=8}. If Wu Jin is Hit in a Gunfight and a die is rolled for how many

    Wounds are gained, divide the die roll by 2(round up) to get the number of Wounds Wu Jin gains.

    Woods When Woods is explored, roll a die:1=You have mistakenly traversed sacred Indian burial grounds and incurred

    the wrath of their gods. Roll two dice. If the die roll is equal to or greater than your Luck, roll a die and gain a number

    of Wounds equal to the die roll ,2=All the trees in these woods start to look the same. Roll two dice. If the die roll is

    equal to or greater than your Luck, go to the Lost section,3=An evil tree tries to ensnare you with a hanging rope on

    its biggest branch. Roll two dice. If the die roll is equal to or greater than your Shoot, gain 1 Wound,4=A fair Indian

    squaw takes a liking to you and gives you a mystical gi. If you have any Wounds, roll two dice. If the die roll is less

    than your Draw, reduce your Wounds by 1,5=A group of Indians wearing wolf pelts transform into a pack of large

    wolves and chase aer you. Gunfight with Wolf Pack{Draw=7, Shoot=8}. If Wolf Pack is Badly Hurt in the Gunfight,

    roll two dice. If the die roll is greater than your Luck, Gunfight with Lone Wolf{Draw=6, Shoot=7},6=You discover a

    secluded Indian village ruled by the wanted werewolf chieain known as Big Wolf. If you choose, Gunfight with Big

    Wolf{Draw=10, Shoot=11}. If Big Wolf is Hit in a Gunfight, roll two dice. If the die roll is equal to or greater than your

    Luck, reduce by 1 the number of Wounds Big Wolf gains from being Hit for that Gunfight only.

    Lost When being Lost occurs, roll a die:1=Go to the Badlands section,2=Go to the Borderlands section,3=Go to the

    Deadlands section,4=Go to the Desert section,5=Go to the Hills section,6=Go to the Woods section.

    Gunfighting When a Gunfight occurs, it will be between you and an Enemy designated at the start of the Gunfight.

    The first step of a Gunfight is determining who gets the Draw. Roll two dice for you, then two dice for your Enemy. If

    your die roll is less than your Draw, you have made the Draw. If your Enemys die roll is less than their Draw, they

    have made the Draw. If you both make the Draw or both fail to make the Draw , you both reroll until only one of you

    makes the Draw. Whomever makes the Draw alone gets to Shoot first. When Shooting, roll two dice. If the die roll is

    less than the Shoot of the one Shooting, then the one Shot at is Hit. When Hit, roll a die for how many Wounds are

    gained by the one who was Shot, then go to the Wounded section. When Badly Hurt, an Enemy dies without makinga Luck roll. Aer the Draw has been decided and both you and your Enemy have taken your Shots , the Gunfight ends

    and another Gunfight begins until either you or the Enemy are Badly Hurt. If your Enemy is Badly Hurt, you return to

    the section you came from when the Gunfight occured.

    Wounded When Wounds occur, a die is rolled and compared to your Wounds total . If the die roll is greater than the

    number of Wounds you have, return to the section you came from when Wounded. If the die roll is equal to or less

    than the number of Wounds you have, you are Badly Hurt. When Badly Hurt, roll two dice. If the die roll is equal to or

    greater than your Luck, you die and the game ends in defeat. If the die roll is less than your Luck, you do not die, but

    instead you remove 1 from either your Draw, Shoot, or Luck (though not below 6) for each Wound you have, then

    your Wounds become 0, aer which the turn ends and your next turn takes place. The Wild Weird West RPG was created by Errin Famiglia in August of2010